Module Contents
alltypes
Module Contents
open class ActiveList<E> : Clearable, MutableObservableList<E>, Disposable
class AlertWindow : WindowPanel
object AlwaysFilter : StyleFilter
class AncestorStyleFilter : StyleFilter
class AndStyleFilter : StyleFilter
class AndThenStyleFilter : StyleFilter
object AngelCodeParser : Decorator<String, BitmapFontData>
data class AnimationBundle
object AnimationBundleSerializer : From<AnimationBundle>
data class AnimationEasing
object AnimationEasingSerializer : From<AnimationEasing>
class AnimationInstance : ElementContainerImpl<SymbolInstance>, SymbolInstance
data class AnimationLibraryItem : LibraryItem
object AnimationLibraryItemSerializer : From<AnimationLibraryItem>
data class AppConfig
abstract class ApplicationBase : Disposable
open class ArrayIterator<E> : Clearable, ListIterator<E>, Iterable<E>
class ArrayListBuffer<T> : BufferBase<T>, ReadWriteBuffer<T>
class ArrayTarget : ILogger
object Ascii
interface AssetLoader<out T> : AssetLoaderRo<T>, CancelableDeferred<T>
interface AssetLoaderRo<out T> : Deferred<T>, Progress
class AssetLoadingException : Throwable
interface AssetManager : Disposable, Progress
class AssetManagerImpl : AssetManager
data class AssetType<T>
open class AtlasComponent : ContainerImpl, Clearable
class AtlasInstance : SymbolInstance, UiComponent
data class AtlasLibraryItem : LibraryItem
object AtlasLibraryItemSerializer : From<AtlasLibraryItem>
data class AtlasPageData
data class AtlasPageDecorator : Decorator<Texture, Texture>
object AtlasPageSerializer : To<AtlasPageData>, From<AtlasPageData>
data class AtlasRegionData
object AtlasRegionDataSerializer : To<AtlasRegionData>, From<AtlasRegionData>
interface AttachmentHolder
interface AudioDevice : Disposable
interface AudioManager : AudioManagerRo, UpdatableChild
open class AudioManagerImpl : UpdatableChildBase, AudioManager, Disposable
interface AudioManagerRo
object Bandwidth
object BasicBounce : Interpolation
class BasicContinuationImpl : Continuation<Unit>
open class BasicLayoutData : LayoutData
interface BasicLayoutElement : BasicLayoutElementRo, Sizable, Positionable
interface BasicLayoutElementRo : SizableRo, PositionableRo
open class BasicUiSkin : Scoped
class Bezier : Interpolation
class BezierSegment
class BinaryHeap<T : BinaryHeapNode> : Clearable
open class BinaryHeapNode
interface Bindable
class BitmapFont
data class BitmapFontData
data class BitmapFontPageData
object BitmapFontRegistry : Clearable, Disposable
open class BlendMode
class Bootstrap : Disposable
data class BorderColors : BorderColorsRo
interface BorderColorsRo
object BorderColorsSerializer : To<BorderColorsRo>, From<BorderColors>
class BounceInPlace : Interpolation
class Bounds : Clearable, BoundsRo
interface BoundsRo
class Box : BoxRo
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Box(min: Vector3 = Vector3(), max: Vector3 = Vector3())
val center: Vector3Ro
fun contains(b: BoxRo): Boolean
fun contains(v: Vector3Ro): Boolean
fun contains(x: Float, y: Float, z: Float): Boolean
val depth: Float
val dimensions: Vector3Ro
fun equals(other: Any?): Boolean
fun ext(point: Vector3Ro, update: Boolean = true): Box
fun ext(bounds: BoxRo): Box
fun ext(bounds: BoxRo, transform: Matrix4Ro): Box
fun ext(x: Float, y: Float, z: Float): Box
fun getCorner000(out: Vector3): Vector3
fun getCorner001(out: Vector3): Vector3
fun getCorner010(out: Vector3): Vector3
fun getCorner011(out: Vector3): Vector3
fun getCorner100(out: Vector3): Vector3
fun getCorner101(out: Vector3): Vector3
fun getCorner110(out: Vector3): Vector3
fun getCorner111(out: Vector3): Vector3
fun getCorners(corners: List<Vector3>): List<Vector3>
fun getDimensions(out: Vector3): Vector3
fun getMax(out: Vector3): Vector3
fun getMin(out: Vector3): Vector3
fun hashCode(): Int
val height: Float
fun inf(): Box
fun intersects(b: BoxRo): Boolean
fun intersects(r: RayRo, out: Vector3?): Boolean
fun isValid(): Boolean
val max: Vector3
val min: Vector3
fun mul(transform: Matrix4Ro): Box
fun set(bounds: BoxRo): Box
fun set(minimum: Vector3Ro, maximum: Vector3Ro): Box
fun set(minX: Float, minY: Float, minZ: Float, maxX: Float, maxY: Float, maxZ: Float): Box
fun set(points: Array<Vector3Ro>): Box
fun set(points: List<Vector3Ro>): Box
fun toString(): String
fun update(): Unit
val width: Float
interface BoxRo
open class BoxStyle : StyleBase
object BoxStyleSerializer : To<BoxStyle>, From<BoxStyle>
interface Buffer
abstract class BufferBase<T> : ReadWriteBuffer<T>
interface BufferFactory
class BufferOverflowException : Throwable
class BufferTexture : GlTextureBase
class BufferUnderflowException : Throwable
enum class BufferUsage
class BundleBinding : Scoped, Disposable
open class Button : ElementContainerImpl<UiComponent>, Labelable, Toggleable, Focusable
enum class ButtonState
open class ButtonStyle : StyleBase
class ByteArrayFormItem : FormDataItem
interface Cache : Disposable
class CacheImpl : Cache
interface CacheKey<T>
interface CachedGroup : Disposable
class CachedGroupImpl : CachedGroup
class CallbackTween : TweenBase
interface CallbackWrapper : Disposable
interface Camera : CameraRo
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companion object Companion : DKey<Camera>
abstract var far: Float
abstract fun moveToLookAtPoint(x: Float, y: Float, z: Float, distance: Float = 1.0f): Unit
open fun moveToLookAtRect(rect: Rectangle, scaling: Scaling = Scaling.FIT): Unit
abstract fun moveToLookAtRect(x: Float, y: Float, width: Float, height: Float, scaling: Scaling = Scaling.FIT): Unit
abstract var near: Float
open fun pointToLookAt(target: Vector3): Unit
abstract fun pointToLookAt(x: Float, y: Float, z: Float): Unit
abstract fun setDirection(x: Float = direction.x, y: Float = direction.y, z: Float = direction.z, keepUpOrthonormal: Boolean = true): Unit
open fun setDirection(value: Vector3Ro, keepUpOrthonormal: Boolean = true): Unit
open fun setPosition(value: Vector3Ro): Unit
abstract fun setPosition(x: Float = position.x, y: Float = position.y, z: Float = position.z): Unit
abstract fun setUp(x: Float = up.x, y: Float = up.y, z: Float = up.z): Unit
open fun setUp(value: Vector3Ro): Unit
open fun setViewport(width: Float, height: Float): Unit
abstract class CameraBase : Camera
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CameraBase()
protected val _combined: Matrix4
protected val _direction: Vector3
protected val _frustum: Frustum
protected val _invCombined: Matrix4
protected val _modTag: ModTagImpl
protected val _position: Vector3
protected val _projection: Matrix4
protected val _up: Vector3
protected val _view: Matrix4
protected fun <T> bindable(initial: T): ReadWriteProperty<Any?, T>
open fun canvasToGlobal(canvasCoords: Vector3, viewportX: Float, viewportY: Float, viewportWidth: Float, viewportHeight: Float): Vector3
open val combined: Matrix4Ro
open val direction: Vector3Ro
protected fun dirty(): Unit
open var far: Float
open val frustum: FrustumRo
open val invCombined: Matrix4Ro
open val modTag: ModTagRo
open fun moveToLookAtPoint(x: Float, y: Float, z: Float, distance: Float): Unit
open var near: Float
protected fun normalizeUp(): Unit
open fun pointToLookAt(x: Float, y: Float, z: Float): Unit
open val position: Vector3Ro
open val projection: Matrix4Ro
fun rotate(radians: Float, axisX: Float, axisY: Float, axisZ: Float): Unit
fun rotate(axis: Vector3Ro, radians: Float): Unit
fun rotate(radians: Float): Unit
fun rotate(transform: Matrix4Ro): Unit
fun rotate(quat: QuaternionRo): Unit
fun rotateAround(point: Vector3Ro, axis: Vector3Ro, radians: Float): Unit
open fun setDirection(x: Float, y: Float, z: Float, keepUpOrthonormal: Boolean): Unit
open fun setPosition(x: Float, y: Float, z: Float): Unit
open fun setUp(x: Float, y: Float, z: Float): Unit
fun transform(transform: Matrix4Ro): Unit
fun translate(x: Float, y: Float, z: Float = 0f): Unit
fun translate(vec: Vector3Ro): Unit
fun translate(vec: Vector2Ro): Unit
open val up: Vector3Ro
protected open fun updateFrustum(): Unit
protected open fun updateInvCombined(): Unit
protected abstract fun updateViewProjection(): Unit
open val view: Matrix4Ro
open var viewportHeight: Float
open var viewportWidth: Float
interface CameraElement : CameraElementRo, Transformable
interface CameraElementRo : TransformableRo
interface CameraRo
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open val aspect: Float
abstract fun canvasToGlobal(canvasCoords: Vector3, viewportX: Float, viewportY: Float, viewportWidth: Float, viewportHeight: Float): Vector3
abstract val combined: Matrix4Ro
abstract val direction: Vector3Ro
abstract val far: Float
abstract val frustum: FrustumRo
open fun getPickRay(canvasX: Float, canvasY: Float, viewportX: Float, viewportY: Float, viewportWidth: Float, viewportHeight: Float, out: Ray): Ray
abstract val invCombined: Matrix4Ro
abstract val modTag: ModTagRo
abstract val near: Float
abstract val position: Vector3Ro
open fun project(globalCoords: Vector3, viewportX: Float, viewportY: Float, viewportWidth: Float, viewportHeight: Float): Vector3
abstract val projection: Matrix4Ro
abstract val up: Vector3Ro
abstract val view: Matrix4Ro
abstract var viewportHeight: Float
abstract var viewportWidth: Float
open class Cancel
interface CancelableDeferred<out T> : Deferred<T>
open class CancellationException : Throwable
class CanvasLayout : LayoutAlgorithm<Any, CanvasLayoutData>
open class CanvasLayoutContainer : LayoutContainerImpl<NoopStyle, CanvasLayoutData>
open class CanvasLayoutData : BasicLayoutData
interface CapBuilder
object CapStyle
object CascadingStyleCalculator : StyleCalculator
class ChangeSelectionCommand : StateCommand
open class CharInteraction : InteractionEventBase, CharInteractionRo
interface CharInteractionRo : InteractionEventRo
class CharStyle : StyleBase
object CharStyleSerializer : To<CharStyle>, From<CharStyle>
open class Checkbox : Button
open class CheckboxSkinPart : HorizontalLayoutContainer, Labelable
interface ChildRo
object Circle : Interpolation
object CircleIn : Interpolation
object CircleOut : Interpolation
class Clamp : Interpolation
interface ClampedScrollModel : ClampedScrollModelRo, ScrollModel
interface ClampedScrollModelRo : ScrollModelRo
interface Clearable
open class ClearableObjectPool<T : Clearable> : ObjectPool<T>
abstract class ClickDispatcher : Scoped, Disposable
open class ClickInteraction : ClickInteractionRo, MouseInteraction
interface ClickInteractionRo : MouseInteractionRo
class ClipboardFile
class ClipboardItemType<T : Any>
interface Closeable
open class CollapseButton : Button
data class Color : ColorRo, Clearable
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Color(r: Float = 0f, g: Float = 0f, b: Float = 0f, a: Float = 0f)
val BLACK: ColorRo
val BLUE: ColorRo
val BROWN: ColorRo
val CLEAR: ColorRo
val CYAN: ColorRo
val DARK_GRAY: ColorRo
val GRAY: ColorRo
val GREEN: ColorRo
val LIGHT_BLUE: ColorRo
val LIGHT_GRAY: ColorRo
val MAGENTA: ColorRo
val MAROON: ColorRo
val NAVY: ColorRo
val OLIVE: ColorRo
val ORANGE: ColorRo
val PINK: ColorRo
val PURPLE: ColorRo
val RED: ColorRo
val TEAL: ColorRo
val WHITE: ColorRo
val YELLOW: ColorRo
var a: Float
fun add(color: ColorRo): Color
fun add(r: Float, g: Float, b: Float, a: Float): Color
var b: Float
fun clamp(): Color
fun clear(): Unit
fun from8888Str(value: String): Color
fun from888Str(value: String): Color
fun fromCssStr(value: String): Color
fun fromRgbaStr(hex: String): Color
fun fromStr(str: String): Color
var g: Float
fun invert(): Unit
fun lerp(target: ColorRo, t: Float): Color
fun lerp(r: Float, g: Float, b: Float, a: Float, t: Float): Color
fun mul(color: ColorRo): Color
fun mul(value: Float): Color
fun mul(r: Float, g: Float, b: Float, a: Float): Color
fun premultiplyAlpha(): Color
var r: Float
fun rgb888(r: Float, g: Float, b: Float): Int
fun rgb888(color: ColorRo): Int
fun rgba8888(r: Float, g: Float, b: Float, a: Float): Int
fun rgba8888(color: ColorRo): Int
fun set(color: ColorRo): Color
fun set(r: Float, g: Float, b: Float, a: Float): Color
fun set888(rgb: Int): Color
fun set8888(rgba: Long): Color
fun sub(color: ColorRo): Color
fun sub(r: Float, g: Float, b: Float, a: Float): Color
class ColorPalette : ContainerImpl
class ColorPaletteStyle : StyleBase
open class ColorPicker : ContainerImpl, Focusable
class ColorPickerStyle : StyleBase
open class ColorPickerWithText : HorizontalLayoutContainer
interface ColorRo
data class ColorStop : ColorStopRo
interface ColorStopRo
object ColorStopSerializer : To<ColorStopRo>, From<ColorStop>
interface ColorTransformable : ColorTransformableRo
interface ColorTransformableRo
class ColorTransformation
enum class ColumnSortDirection
interface Command
interface CommandDispatcher
open class CommandDispatcherImpl : CommandDispatcher, Disposable
class CommandGroup
interface CommandType<T : Command>
class Commander : Disposable
@DslMarker @Target([AnnotationTarget.CLASS, AnnotationTarget.TYPE]) annotation class ComponentDslMarker
typealias ComponentInit<T> = T.() -> Unit
class ConcatList<out E> : ListBase<E>
interface ConcurrentList<out E> : List<E>
class ConcurrentListImpl<E> : MutableListBase<E>, MutableConcurrentList<E>
interface ConcurrentListIterator<out E> : Clearable, ListIterator<E>, Iterable<E>, Disposable
open class ConcurrentListIteratorImpl<out E> : ConcurrentListIterator<E>
class Constant : Interpolation
interface Container : UiComponent, ContainerRo
open class ContainerImpl : UiComponentImpl, Container
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ContainerImpl(owner: Owned)
protected val _children: ConcurrentListImpl<UiComponent>
protected fun <T : UiComponent> addChild(child: T): T
protected fun <T : UiComponent> addChild(index: Int, child: T): T
protected fun addChildAfter(child: UiComponent, after: UiComponent): Int
protected fun addChildBefore(child: UiComponent, before: UiComponent): Int
protected fun <T : UiComponent> addOptionalChild(child: T?): T?
protected fun <T : UiComponent> addOptionalChild(index: Int, child: T?): T?
protected var bubblingFlags: Int
protected var cascadingFlags: Int
protected open fun childDisposedHandler(child: UiComponent): Unit
protected open fun childInvalidatedHandler(child: UiComponentRo, flagsInvalidated: Int): Unit
open val children: List<UiComponentRo>
protected fun clearChildren(dispose: Boolean = true): Unit
protected fun <T : UiComponent> createSlot(): ReadWriteProperty<Any?, T?>
open fun dispose(): Unit
protected open fun draw(viewport: MinMaxRo): Unit
open fun getChildrenUnderPoint(canvasX: Float, canvasY: Float, onlyInteractive: Boolean, returnAll: Boolean, out: MutableList<UiComponentRo>, rayCache: RayRo?): MutableList<UiComponentRo>
protected var layoutInvalidatingFlags: Int
protected open fun onActivated(): Unit
protected open fun onDeactivated(): Unit
protected open fun onInvalidated(flagsInvalidated: Int): Unit
protected fun removeChild(child: UiComponent?): Boolean
protected fun removeChild(index: Int): UiComponent
open fun update(): Unit
interface ContainerRo : UiComponentRo, ParentRo<UiComponentRo>
class ContextMenuGroup
class ContextMenuInteraction : InteractionEventBase, ContextMenuInteractionRo
interface ContextMenuInteractionRo : InteractionEventRo
class ContextMenuItem
class ContextMenuManager : Owned, Disposable
class ContextMenuStyle : StyleBase
class ContextMenuView : ContainerImpl
interface CopyInteractionRo : InteractionEventRo
class Corners : CornersRo, Clearable
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Corners(topLeft: Vector2Ro = Vector2(), topRight: Vector2Ro = Vector2(), bottomRight: Vector2Ro = Vector2(), bottomLeft: Vector2Ro = Vector2())
Corners(all: Float)
Corners(topLeft: Float, topRight: Float, bottomRight: Float, bottomLeft: Float)
Corners()
val bottomLeft: Vector2
val bottomRight: Vector2
fun clear(): Unit
fun deflate(pad: PadRo): Corners
fun equals(other: Any?): Boolean
fun hashCode(): Int
fun inflate(pad: PadRo): Corners
fun set(all: Float): Corners
fun set(other: CornersRo): Corners
fun set(topLeft: Float = 0f, topRight: Float = 0f, bottomRight: Float = 0f, bottomLeft: Float = 0f): Corners
fun set(topLeft: Vector2Ro, topRight: Vector2Ro, bottomRight: Vector2Ro, bottomLeft: Vector2Ro): Corners
fun toString(): String
val topLeft: Vector2
val topRight: Vector2
interface CornersRo
object CornersSerializer : To<CornersRo>, From<Corners>
class Crc32
interface Cursor : Lifecycle
interface CursorManager
abstract class CursorManagerBase : CursorManager
object CursorPriority
interface CursorReference : Comparable<CursorReference>
class CustomInstance : SymbolInstance, UiComponent
interface DKey<T : Any>
class DataBinding<T> : Disposable
typealias DataChangeHandler<T> = (T, T) -> Unit
class DataGrid<E> : ContainerImpl, Focusable
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DataGrid(owner: Owned, data: ObservableList<E>)
val BODY_CELL: StyleTag
val COLUMN_INSERTION_INDICATOR: StyleTag
val COLUMN_MOVE_INDICATOR: StyleTag
inner class CellLocation<E> : RowLocation<E>
companion object Companion : StyleTag
val HEADER_CELL: StyleTag
inner class RowLocation<E>
val SCROLL_BAR: StyleTag
fun bringIntoView(rowLocation: RowLocation<E>): Unit
fun bringIntoView(cellLocation: CellLocation<E>): Unit
val cellClicked: Signal<(CellLocation<E>, Cancel) -> Unit>
fun clearSorting(): Unit
fun closeCellEditor(commit: Boolean = false): Unit
var columnReorderingEnabled: Boolean
var columnResizingEnabled: Boolean
var columnSortingEnabled: Boolean
val columns: MutableObservableList<DataGridColumn<E, *>>
val data: ObservableList<E>
var dataFilter: (E) -> Boolean
var dataSortComparator: SortComparator<E>?
fun dirtyColumnCache(column: DataGridColumn<E, *>): Unit
fun dirtyGroupCache(group: DataGridGroup<E>): Unit
fun dispose(): Unit
fun editCell(element: E, column: DataGridColumn<E, *>): Unit
fun editCell(rowLocation: RowLocation<E>, columnIndex: Int): Unit
fun editCell(sourceIndex: Int, columnIndex: Int): Unit
fun editCell(cellLocation: CellLocation<E>): Unit
fun editNextCell(commit: Boolean): Unit
fun editNextRow(commit: Boolean): Unit
fun editPreviousCell(commit: Boolean): Unit
fun editPreviousRow(commit: Boolean): Unit
var editable: Boolean
val editorCellLocation: CellLocation<E>?
var firstVisibleColumn: Int
var focusEnabled: Boolean
var focusOrder: Float
fun getCellFromPosition(canvasX: Float, canvasY: Float): CellLocation<E>
val groups: MutableObservableList<DataGridGroup<E>>
val hScrollModel: ScrollModel
var hScrollPolicy: ScrollPolicy
var highlight: UiComponent?
fun iterateVisibleColumns(callback: (columnIndex: Int, column: DataGridColumn<E, *>, columnX: Float, columnWidth: Float) -> Boolean): Unit
fun iterateVisibleRows(callback: (row: RowLocation<E>, rowY: Float, rowHeight: Float) -> Boolean): Unit
var lastVisibleColumn: Int
var maxRows: Int
var minRowHeight: Float
fun moveColumn(fromIndex: Int, toIndex: Int): Unit
var rowHeight: Float?
fun setSize(width: Float?, height: Float?): Unit
fun setSortColumn(column: DataGridColumn<E, *>, direction: ColumnSortDirection = ColumnSortDirection.ASCENDING): Unit
fun sourceIndexToLocal(sourceIndex: Int): RowLocation<E>?
fun stopToss(): Unit
val style: DataGridStyle
var tossEnabled: Boolean
val totalRows: Int
protected fun updateLayout(explicitWidth: Float?, explicitHeight: Float?, out: Bounds): Unit
protected fun updateSizeConstraints(out: SizeConstraints): Unit
val vScrollModel: ScrollModel
var vScrollPolicy: ScrollPolicy
interface DataGridCell<in CellData> : UiComponent
abstract class DataGridColumn<in RowData, CellData>
interface DataGridEditorCell<CellData> : DataGridCell<CellData>
open class DataGridGroup<E>
interface DataGridGroupHeader : UiComponent
open class DataGridGroupHeaderImpl<E> : LayoutContainerImpl<DataGridGroupHeaderStyle, HorizontalLayoutData>, DataGridGroupHeader, Labelable
class DataGridGroupHeaderStyle : HorizontalLayoutStyle
class DataGridStyle : StyleBase
class DataScroller<E : Any, out S : Style, out T : LayoutData> : ContainerImpl, Focusable
class DataScrollerStyle : StyleBase
interface Date : Comparable<Date>
enum class DateTimeFormatStyle
enum class DateTimeFormatType
interface DateTimeFormatter : StringFormatter<Date>
class DateUtil
interface Decorator<in T, out R>
class DefaultShaderProgram : ShaderProgramBase
open class DefaultTreeItemRenderer<E : ParentRo<E>> : ContainerImpl, TreeItemRenderer<E>
open class DefaultTreeItemRendererStyle : StyleBase
interface Deferred<out T>
open class DependencyKeyImpl<T : Any> : DKey<T>
data class DependencyPair<T : Any>
class Directory : Comparable<Directory>
interface Disposable
class DisposedException : IllegalStateException
class DividerStyle : StyleBase
class DownRepeat : Disposable
class DownRepeatStyle : StyleBase
class DragAttachment : Disposable
class DragInteraction : InteractionEventBase, DragInteractionRo
interface DragInteractionRo : InteractionEventRo
class DrawElementsCall
class DualHashMap<J, K, V> : Clearable
object DummyAudioDevice : AudioDevice
open class DynamicMeshComponent : UiComponentImpl, Clearable
object Easing
interface EditableTextField : Focusable, TextField
open class Elastic : Interpolation
class ElasticIn : Elastic
class ElasticOut : Elastic
interface ElementContainer<T : UiComponent> : ElementContainerRo<T>, ElementParent<T>, UiComponent
open class ElementContainerImpl<T : UiComponent> : ContainerImpl, ElementContainer<T>, Container
interface ElementContainerRo<out T : UiComponentRo> : ContainerRo, ElementParentRo<T>
interface ElementParent<T> : ElementParentRo<T>
interface ElementParentRo<out T>
enum class ElementType
class Entry<T> : Clearable
enum class Era
object Eras
open class Exp : Interpolation
class ExpIn : Exp
class ExpOut : Exp
object Fade : Interpolation
class FakeFocusMouse : Scoped, Disposable
class FileEntry : Comparable<FileEntry>
class FileFilterGroup
interface FileIoManager : Disposable
interface FileReader
interface FileWriter
interface Files
class FilesImpl : Files
data class FilesManifest
object FilesManifestSerializer : To<FilesManifest>, From<FilesManifest>
data class FillStyle : Clearable
typealias Filter<E> = (E) -> Boolean
abstract class FloatColumn<in E> : DataGridColumn<E, Float?>, Scoped
class FloatEditorCell : NumberEditorCell, DataGridEditorCell<Float?>
enum class FlowHAlign
class FlowLayout : LayoutAlgorithm<FlowLayoutStyle, FlowLayoutData>, SequencedLayout<FlowLayoutStyle, FlowLayoutData>
open class FlowLayoutContainer : LayoutContainerImpl<FlowLayoutStyle, FlowLayoutData>
class FlowLayoutData : BasicLayoutData
class FlowLayoutStyle : StyleBase
enum class FlowVAlign
class FocusAttachment : Disposable
enum class FocusChangeResult
interface FocusContainer : LayoutElementRo
interface FocusManager : Disposable
open class FocusManagerImpl : FocusManager
interface Focusable : UiComponentRo
data class FontStyle : FontStyleRo
interface FontStyleRo
open class FormContainer : GridLayoutContainer
interface FormDataItem
class Framebuffer : Disposable
interface From<out T>
data class Frustum : FrustumRo
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Frustum(planes: MutableList<Plane> = ArrayList(6, { Plane(Vector3(), 0f) }))
fun boundsInFrustum(bounds: BoxRo): Boolean
fun boundsInFrustum(center: Vector3Ro, dimensions: Vector3Ro): Boolean
fun boundsInFrustum(x: Float, y: Float, z: Float, halfWidth: Float, halfHeight: Float, halfDepth: Float): Boolean
val clipSpacePlanePoints: List<Vector3Ro>
val planePoints: ArrayList<Vector3>
val planes: MutableList<Plane>
fun pointInFrustum(point: Vector3Ro): Boolean
fun pointInFrustum(x: Float, y: Float, z: Float): Boolean
fun sphereInFrustum(center: Vector3Ro, radius: Float): Boolean
fun sphereInFrustum(x: Float, y: Float, z: Float, radius: Float): Boolean
fun sphereInFrustumWithoutNearFar(center: Vector3, radius: Float): Boolean
fun sphereInFrustumWithoutNearFar(x: Float, y: Float, z: Float, radius: Float): Boolean
fun update(inverseProjectionView: Matrix4Ro): Unit
interface FrustumRo
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abstract fun boundsInFrustum(bounds: BoxRo): Boolean
abstract fun boundsInFrustum(center: Vector3Ro, dimensions: Vector3Ro): Boolean
abstract fun boundsInFrustum(x: Float, y: Float, z: Float, halfWidth: Float, halfHeight: Float, halfDepth: Float): Boolean
abstract val planePoints: List<Vector3Ro>
abstract val planes: List<Plane>
abstract fun pointInFrustum(point: Vector3Ro): Boolean
abstract fun pointInFrustum(x: Float, y: Float, z: Float): Boolean
abstract fun sphereInFrustum(center: Vector3Ro, radius: Float): Boolean
abstract fun sphereInFrustum(x: Float, y: Float, z: Float, radius: Float): Boolean
abstract fun sphereInFrustumWithoutNearFar(center: Vector3, radius: Float): Boolean
abstract fun sphereInFrustumWithoutNearFar(x: Float, y: Float, z: Float, radius: Float): Boolean
class FullScreenFramebuffer : Scoped
object GeomUtils
interface Gl20
Module Contents
const val ACTIVE_ATTRIBUTES: Int
const val ACTIVE_ATTRIBUTE_MAX_LENGTH: Int
const val ACTIVE_TEXTURE: Int
const val ACTIVE_UNIFORMS: Int
const val ACTIVE_UNIFORM_MAX_LENGTH: Int
const val ALIASED_LINE_WIDTH_RANGE: Int
const val ALIASED_POINT_SIZE_RANGE: Int
const val ALPHA: Int
const val ALPHA_BITS: Int
const val ALWAYS: Int
const val ARRAY_BUFFER: Int
const val ARRAY_BUFFER_BINDING: Int
const val ATTACHED_SHADERS: Int
const val BACK: Int
const val BLEND: Int
const val BLEND_COLOR: Int
const val BLEND_DST_ALPHA: Int
const val BLEND_DST_RGB: Int
const val BLEND_EQUATION: Int
const val BLEND_EQUATION_ALPHA: Int
const val BLEND_EQUATION_RGB: Int
const val BLEND_SRC_ALPHA: Int
const val BLEND_SRC_RGB: Int
const val BLUE_BITS: Int
const val BOOL: Int
const val BOOL_VEC2: Int
const val BOOL_VEC3: Int
const val BOOL_VEC4: Int
const val BUFFER_SIZE: Int
const val BUFFER_USAGE: Int
const val BYTE: Int
const val CCW: Int
const val CLAMP_TO_EDGE: Int
const val COLOR_ATTACHMENT0: Int
const val COLOR_BUFFER_BIT: Int
const val COLOR_CLEAR_VALUE: Int
const val COLOR_WRITEMASK: Int
const val COMPILE_STATUS: Int
const val COMPRESSED_TEXTURE_FORMATS: Int
const val CONSTANT_ALPHA: Int
const val CONSTANT_COLOR: Int
const val CULL_FACE: Int
const val CULL_FACE_MODE: Int
const val CURRENT_PROGRAM: Int
const val CURRENT_VERTEX_ATTRIB: Int
const val CW: Int
companion object Companion : DKey<Gl20>
const val DECR: Int
const val DECR_WRAP: Int
const val DELETE_STATUS: Int
const val DEPTH_ATTACHMENT: Int
const val DEPTH_BITS: Int
const val DEPTH_BUFFER_BIT: Int
const val DEPTH_CLEAR_VALUE: Int
const val DEPTH_COMPONENT: Int
const val DEPTH_COMPONENT16: Int
const val DEPTH_FUNC: Int
const val DEPTH_RANGE: Int
const val DEPTH_STENCIL: Int
const val DEPTH_STENCIL_ATTACHMENT: Int
const val DEPTH_TEST: Int
const val DEPTH_WRITEMASK: Int
const val DITHER: Int
const val DONT_CARE: Int
const val DST_ALPHA: Int
const val DST_COLOR: Int
const val DYNAMIC_DRAW: Int
const val ELEMENT_ARRAY_BUFFER: Int
const val ELEMENT_ARRAY_BUFFER_BINDING: Int
const val EQUAL: Int
const val FALSE: Int
const val FASTEST: Int
const val FLOAT: Int
const val FLOAT_MAT2: Int
const val FLOAT_MAT3: Int
const val FLOAT_MAT4: Int
const val FLOAT_VEC2: Int
const val FLOAT_VEC3: Int
const val FLOAT_VEC4: Int
const val FRAGMENT_SHADER: Int
const val FRAMEBUFFER: Int
const val FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: Int
const val FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: Int
const val FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: Int
const val FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: Int
const val FRAMEBUFFER_BINDING: Int
const val FRAMEBUFFER_COMPLETE: Int
const val FRAMEBUFFER_INCOMPLETE_ATTACHMENT: Int
const val FRAMEBUFFER_INCOMPLETE_DIMENSIONS: Int
const val FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: Int
const val FRAMEBUFFER_UNSUPPORTED: Int
const val FRONT: Int
const val FRONT_AND_BACK: Int
const val FRONT_FACE: Int
const val FUNC_ADD: Int
const val FUNC_REVERSE_SUBTRACT: Int
const val FUNC_SUBTRACT: Int
const val GENERATE_MIPMAP_HINT: Int
const val GEQUAL: Int
const val GREATER: Int
const val GREEN_BITS: Int
const val HIGH_FLOAT: Int
const val HIGH_INT: Int
const val IMPLEMENTATION_COLOR_READ_FORMAT: Int
const val IMPLEMENTATION_COLOR_READ_TYPE: Int
const val INCR: Int
const val INCR_WRAP: Int
const val INFO_LOG_LENGTH: Int
const val INT: Int
const val INT_VEC2: Int
const val INT_VEC3: Int
const val INT_VEC4: Int
const val INVALID_ENUM: Int
const val INVALID_FRAMEBUFFER_OPERATION: Int
const val INVALID_OPERATION: Int
const val INVALID_VALUE: Int
const val INVERT: Int
const val KEEP: Int
const val LEQUAL: Int
const val LESS: Int
const val LINEAR: Int
const val LINEAR_MIPMAP_LINEAR: Int
const val LINEAR_MIPMAP_NEAREST: Int
const val LINES: Int
const val LINE_LOOP: Int
const val LINE_STRIP: Int
const val LINE_WIDTH: Int
const val LINK_STATUS: Int
const val LOW_FLOAT: Int
const val LOW_INT: Int
const val LUMINANCE: Int
const val LUMINANCE_ALPHA: Int
const val MAX_COMBINED_TEXTURE_IMAGE_UNITS: Int
const val MAX_CUBE_MAP_TEXTURE_SIZE: Int
const val MAX_FRAGMENT_UNIFORM_VECTORS: Int
const val MAX_RENDERBUFFER_SIZE: Int
const val MAX_TEXTURE_IMAGE_UNITS: Int
const val MAX_TEXTURE_SIZE: Int
const val MAX_VARYING_VECTORS: Int
const val MAX_VERTEX_ATTRIBS: Int
const val MAX_VERTEX_TEXTURE_IMAGE_UNITS: Int
const val MAX_VERTEX_UNIFORM_VECTORS: Int
const val MAX_VIEWPORT_DIMS: Int
const val MEDIUM_FLOAT: Int
const val MEDIUM_INT: Int
const val MIRRORED_REPEAT: Int
const val NEAREST: Int
const val NEAREST_MIPMAP_LINEAR: Int
const val NEAREST_MIPMAP_NEAREST: Int
const val NEVER: Int
const val NICEST: Int
const val NONE: Int
const val NOTEQUAL: Int
const val NO_ERROR: Int
const val NUM_COMPRESSED_TEXTURE_FORMATS: Int
const val ONE: Int
const val ONE_MINUS_CONSTANT_ALPHA: Int
const val ONE_MINUS_CONSTANT_COLOR: Int
const val ONE_MINUS_DST_ALPHA: Int
const val ONE_MINUS_DST_COLOR: Int
const val ONE_MINUS_SRC_ALPHA: Int
const val ONE_MINUS_SRC_COLOR: Int
const val OUT_OF_MEMORY: Int
const val PACK_ALIGNMENT: Int
const val POINTS: Int
const val POLYGON_OFFSET_FACTOR: Int
const val POLYGON_OFFSET_FILL: Int
const val POLYGON_OFFSET_UNITS: Int
const val RED_BITS: Int
const val RENDERBUFFER: Int
const val RENDERBUFFER_ALPHA_SIZE: Int
const val RENDERBUFFER_BINDING: Int
const val RENDERBUFFER_BLUE_SIZE: Int
const val RENDERBUFFER_DEPTH_SIZE: Int
const val RENDERBUFFER_GREEN_SIZE: Int
const val RENDERBUFFER_HEIGHT: Int
const val RENDERBUFFER_INTERNAL_FORMAT: Int
const val RENDERBUFFER_RED_SIZE: Int
const val RENDERBUFFER_STENCIL_SIZE: Int
const val RENDERBUFFER_WIDTH: Int
const val RENDERER: Int
const val REPEAT: Int
const val REPLACE: Int
const val RGB: Int
const val RGB565: Int
const val RGB5_A1: Int
const val RGBA: Int
const val RGBA4: Int
const val SAMPLER_2D: Int
const val SAMPLER_CUBE: Int
const val SAMPLES: Int
const val SAMPLE_ALPHA_TO_COVERAGE: Int
const val SAMPLE_BUFFERS: Int
const val SAMPLE_COVERAGE: Int
const val SAMPLE_COVERAGE_INVERT: Int
const val SAMPLE_COVERAGE_VALUE: Int
const val SCISSOR_BOX: Int
const val SCISSOR_TEST: Int
const val SHADER_SOURCE_LENGTH: Int
const val SHADER_TYPE: Int
const val SHADING_LANGUAGE_VERSION: Int
const val SHORT: Int
const val SRC_ALPHA: Int
const val SRC_ALPHA_SATURATE: Int
const val SRC_COLOR: Int
const val STATIC_DRAW: Int
const val STENCIL_ATTACHMENT: Int
const val STENCIL_BACK_FAIL: Int
const val STENCIL_BACK_FUNC: Int
const val STENCIL_BACK_PASS_DEPTH_FAIL: Int
const val STENCIL_BACK_PASS_DEPTH_PASS: Int
const val STENCIL_BACK_REF: Int
const val STENCIL_BACK_VALUE_MASK: Int
const val STENCIL_BACK_WRITEMASK: Int
const val STENCIL_BITS: Int
const val STENCIL_BUFFER_BIT: Int
const val STENCIL_CLEAR_VALUE: Int
const val STENCIL_FAIL: Int
const val STENCIL_FUNC: Int
const val STENCIL_INDEX: Int
const val STENCIL_INDEX8: Int
const val STENCIL_PASS_DEPTH_FAIL: Int
const val STENCIL_PASS_DEPTH_PASS: Int
const val STENCIL_REF: Int
const val STENCIL_TEST: Int
const val STENCIL_VALUE_MASK: Int
const val STENCIL_WRITEMASK: Int
const val STREAM_DRAW: Int
const val SUBPIXEL_BITS: Int
const val TEXTURE: Int
const val TEXTURE0: Int
const val TEXTURE1: Int
const val TEXTURE10: Int
const val TEXTURE11: Int
const val TEXTURE12: Int
const val TEXTURE13: Int
const val TEXTURE14: Int
const val TEXTURE15: Int
const val TEXTURE16: Int
const val TEXTURE17: Int
const val TEXTURE18: Int
const val TEXTURE19: Int
const val TEXTURE2: Int
const val TEXTURE20: Int
const val TEXTURE21: Int
const val TEXTURE22: Int
const val TEXTURE23: Int
const val TEXTURE24: Int
const val TEXTURE25: Int
const val TEXTURE26: Int
const val TEXTURE27: Int
const val TEXTURE28: Int
const val TEXTURE29: Int
const val TEXTURE3: Int
const val TEXTURE30: Int
const val TEXTURE31: Int
const val TEXTURE4: Int
const val TEXTURE5: Int
const val TEXTURE6: Int
const val TEXTURE7: Int
const val TEXTURE8: Int
const val TEXTURE9: Int
const val TEXTURE_2D: Int
const val TEXTURE_BINDING_2D: Int
const val TEXTURE_BINDING_CUBE_MAP: Int
const val TEXTURE_CUBE_MAP: Int
const val TEXTURE_CUBE_MAP_NEGATIVE_X: Int
const val TEXTURE_CUBE_MAP_NEGATIVE_Y: Int
const val TEXTURE_CUBE_MAP_NEGATIVE_Z: Int
const val TEXTURE_CUBE_MAP_POSITIVE_X: Int
const val TEXTURE_CUBE_MAP_POSITIVE_Y: Int
const val TEXTURE_CUBE_MAP_POSITIVE_Z: Int
const val TEXTURE_MAG_FILTER: Int
const val TEXTURE_MIN_FILTER: Int
const val TEXTURE_WRAP_S: Int
const val TEXTURE_WRAP_T: Int
const val TRIANGLES: Int
const val TRIANGLE_FAN: Int
const val TRIANGLE_STRIP: Int
const val TRUE: Int
const val UNPACK_ALIGNMENT: Int
const val UNSIGNED_BYTE: Int
const val UNSIGNED_INT: Int
const val UNSIGNED_SHORT: Int
const val UNSIGNED_SHORT_4_4_4_4: Int
const val UNSIGNED_SHORT_5_5_5_1: Int
const val UNSIGNED_SHORT_5_6_5: Int
const val VALIDATE_STATUS: Int
const val VENDOR: Int
const val VERSION: Int
const val VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: Int
const val VERTEX_ATTRIB_ARRAY_ENABLED: Int
const val VERTEX_ATTRIB_ARRAY_NORMALIZED: Int
const val VERTEX_ATTRIB_ARRAY_POINTER: Int
const val VERTEX_ATTRIB_ARRAY_SIZE: Int
const val VERTEX_ATTRIB_ARRAY_STRIDE: Int
const val VERTEX_ATTRIB_ARRAY_TYPE: Int
const val VERTEX_SHADER: Int
const val VIEWPORT: Int
const val ZERO: Int
abstract fun activeTexture(texture: Int): Unit
abstract fun attachShader(program: GlProgramRef, shader: GlShaderRef): Unit
abstract fun bindAttribLocation(program: GlProgramRef, index: Int, name: String): Unit
abstract fun bindBuffer(target: Int, buffer: GlBufferRef?): Unit
abstract fun bindFramebuffer(target: Int, framebuffer: GlFramebufferRef?): Unit
abstract fun bindRenderbuffer(target: Int, renderbuffer: GlRenderbufferRef?): Unit
abstract fun bindTexture(target: Int, texture: GlTextureRef?): Unit
abstract fun blendColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
abstract fun blendEquation(mode: Int): Unit
abstract fun blendEquationSeparate(modeRGB: Int, modeAlpha: Int): Unit
abstract fun blendFunc(sfactor: Int, dfactor: Int): Unit
abstract fun blendFuncSeparate(srcRGB: Int, dstRGB: Int, srcAlpha: Int, dstAlpha: Int): Unit
abstract fun bufferData(target: Int, size: Int, usage: Int): Unit
abstract fun bufferDatabv(target: Int, data: NativeBuffer<Byte>, usage: Int): Unit
abstract fun bufferDatafv(target: Int, data: NativeBuffer<Float>, usage: Int): Unit
abstract fun bufferDatasv(target: Int, data: NativeBuffer<Short>, usage: Int): Unit
abstract fun bufferSubDatafv(target: Int, offset: Int, data: NativeBuffer<Float>): Unit
abstract fun bufferSubDatasv(target: Int, offset: Int, data: NativeBuffer<Short>): Unit
abstract fun checkFramebufferStatus(target: Int): Int
abstract fun clear(mask: Int): Unit
abstract fun clearColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun clearColor(color: ColorRo): Unit
abstract fun clearDepth(depth: Float): Unit
abstract fun clearStencil(s: Int): Unit
abstract fun colorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit
abstract fun compileShader(shader: GlShaderRef): Unit
abstract fun copyTexImage2D(target: Int, level: Int, internalFormat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit
abstract fun copyTexSubImage2D(target: Int, level: Int, xOffset: Int, yOffset: Int, x: Int, y: Int, width: Int, height: Int): Unit
abstract fun createBuffer(): GlBufferRef
abstract fun createFramebuffer(): GlFramebufferRef
abstract fun createProgram(): GlProgramRef
abstract fun createRenderbuffer(): GlRenderbufferRef
abstract fun createShader(type: Int): GlShaderRef
abstract fun createTexture(): GlTextureRef
abstract fun cullFace(mode: Int): Unit
abstract fun deleteBuffer(buffer: GlBufferRef): Unit
abstract fun deleteFramebuffer(framebuffer: GlFramebufferRef): Unit
abstract fun deleteProgram(program: GlProgramRef): Unit
abstract fun deleteRenderbuffer(renderbuffer: GlRenderbufferRef): Unit
abstract fun deleteShader(shader: GlShaderRef): Unit
abstract fun deleteTexture(texture: GlTextureRef): Unit
abstract fun depthFunc(func: Int): Unit
abstract fun depthMask(flag: Boolean): Unit
abstract fun depthRange(zNear: Float, zFar: Float): Unit
abstract fun detachShader(program: GlProgramRef, shader: GlShaderRef): Unit
abstract fun disable(cap: Int): Unit
abstract fun disableVertexAttribArray(index: Int): Unit
abstract fun drawArrays(mode: Int, first: Int, count: Int): Unit
abstract fun drawElements(mode: Int, count: Int, type: Int, offset: Int): Unit
abstract fun enable(cap: Int): Unit
abstract fun enableVertexAttribArray(index: Int): Unit
abstract fun finish(): Unit
abstract fun flush(): Unit
abstract fun framebufferRenderbuffer(target: Int, attachment: Int, renderbufferTarget: Int, renderbuffer: GlRenderbufferRef): Unit
abstract fun framebufferTexture2D(target: Int, attachment: Int, textureTarget: Int, texture: GlTextureRef, level: Int): Unit
abstract fun frontFace(mode: Int): Unit
abstract fun generateMipmap(target: Int): Unit
abstract fun getActiveAttrib(program: GlProgramRef, index: Int): GlActiveInfoRef
abstract fun getActiveUniform(program: GlProgramRef, index: Int): GlActiveInfoRef
abstract fun getAttachedShaders(program: GlProgramRef): Array<GlShaderRef>
abstract fun getAttribLocation(program: GlProgramRef, name: String): Int
abstract fun getBufferParameter(target: Int, pName: Int): Int
abstract fun getError(): Int
abstract fun getFramebufferAttachmentParameteri(target: Int, attachment: Int, pName: Int): Int
abstract fun getParameterb(pName: Int): Boolean
abstract fun getParameteri(pName: Int): Int
abstract fun getProgramInfoLog(program: GlProgramRef): String?
abstract fun getProgramParameterb(program: GlProgramRef, pName: Int): Boolean
abstract fun getProgramParameteri(program: GlProgramRef, pName: Int): Int
abstract fun getRenderbufferParameter(target: Int, pName: Int): Int
abstract fun getShaderInfoLog(shader: GlShaderRef): String?
abstract fun getShaderParameterb(shader: GlShaderRef, pName: Int): Boolean
abstract fun getShaderParameteri(shader: GlShaderRef, pName: Int): Int
abstract fun getSupportedExtensions(): List<String>
abstract fun getTexParameter(target: Int, pName: Int): Int
abstract fun getUniformLocation(program: GlProgramRef, name: String): GlUniformLocationRef?
abstract fun getUniformb(program: GlProgramRef, location: GlUniformLocationRef): Boolean
abstract fun getUniformf(program: GlProgramRef, location: GlUniformLocationRef): Float
abstract fun getUniformi(program: GlProgramRef, location: GlUniformLocationRef): Int
abstract fun getVertexAttribb(index: Int, pName: Int): Boolean
abstract fun getVertexAttribi(index: Int, pName: Int): Int
abstract fun hint(target: Int, mode: Int): Unit
abstract fun isBuffer(buffer: GlBufferRef): Boolean
abstract fun isEnabled(cap: Int): Boolean
abstract fun isFramebuffer(framebuffer: GlFramebufferRef): Boolean
abstract fun isProgram(program: GlProgramRef): Boolean
abstract fun isRenderbuffer(renderbuffer: GlRenderbufferRef): Boolean
abstract fun isShader(shader: GlShaderRef): Boolean
abstract fun isTexture(texture: GlTextureRef): Boolean
abstract fun lineWidth(width: Float): Unit
abstract fun linkProgram(program: GlProgramRef): Unit
abstract fun pixelStorei(pName: Int, param: Int): Unit
abstract fun polygonOffset(factor: Float, units: Float): Unit
abstract fun readPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: NativeBuffer<Byte>): Unit
abstract fun renderbufferStorage(target: Int, internalFormat: Int, width: Int, height: Int): Unit
abstract fun sampleCoverage(value: Float, invert: Boolean): Unit
abstract fun scissor(x: Int, y: Int, width: Int, height: Int): Unit
abstract fun shaderSource(shader: GlShaderRef, source: String): Unit
abstract fun stencilFunc(func: Int, ref: Int, mask: Int): Unit
abstract fun stencilFuncSeparate(face: Int, func: Int, ref: Int, mask: Int): Unit
abstract fun stencilMask(mask: Int): Unit
abstract fun stencilMaskSeparate(face: Int, mask: Int): Unit
abstract fun stencilOp(fail: Int, zfail: Int, zpass: Int): Unit
abstract fun stencilOpSeparate(face: Int, fail: Int, zfail: Int, zpass: Int): Unit
abstract fun texImage2D(target: Int, level: Int, internalFormat: Int, format: Int, type: Int, texture: Texture): Unit
abstract fun texImage2Db(target: Int, level: Int, internalFormat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: NativeBuffer<Byte>?): Unit
abstract fun texImage2Df(target: Int, level: Int, internalFormat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: NativeBuffer<Float>?): Unit
abstract fun texParameterf(target: Int, pName: Int, param: Float): Unit
abstract fun texParameteri(target: Int, pName: Int, param: Int): Unit
abstract fun texSubImage2D(target: Int, level: Int, xOffset: Int, yOffset: Int, format: Int, type: Int, texture: Texture): Unit
abstract fun uniform1f(location: GlUniformLocationRef, x: Float): Unit
abstract fun uniform1fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
abstract fun uniform1i(location: GlUniformLocationRef, x: Int): Unit
abstract fun uniform1iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
abstract fun uniform2f(location: GlUniformLocationRef, x: Float, y: Float): Unit
open fun uniform2f(location: GlUniformLocationRef, v: Vector2): Unit
abstract fun uniform2fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
abstract fun uniform2i(location: GlUniformLocationRef, x: Int, y: Int): Unit
abstract fun uniform2iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
abstract fun uniform3f(location: GlUniformLocationRef, x: Float, y: Float, z: Float): Unit
open fun uniform3f(location: GlUniformLocationRef, v: Vector3): Unit
open fun uniform3f(location: GlUniformLocationRef, c: ColorRo): Unit
abstract fun uniform3fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
abstract fun uniform3i(location: GlUniformLocationRef, x: Int, y: Int, z: Int): Unit
abstract fun uniform3iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
abstract fun uniform4f(location: GlUniformLocationRef, x: Float, y: Float, z: Float, w: Float): Unit
open fun uniform4f(location: GlUniformLocationRef, color: ColorRo): Unit
abstract fun uniform4fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
abstract fun uniform4i(location: GlUniformLocationRef, x: Int, y: Int, z: Int, w: Int): Unit
abstract fun uniform4iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
abstract fun uniformMatrix2fv(location: GlUniformLocationRef, transpose: Boolean, value: NativeBuffer<Float>): Unit
abstract fun uniformMatrix3fv(location: GlUniformLocationRef, transpose: Boolean, value: NativeBuffer<Float>): Unit
abstract fun uniformMatrix4fv(location: GlUniformLocationRef, transpose: Boolean, value: NativeBuffer<Float>): Unit
abstract fun useProgram(program: GlProgramRef?): Unit
abstract fun validateProgram(program: GlProgramRef): Unit
abstract fun vertexAttrib1f(index: Int, x: Float): Unit
abstract fun vertexAttrib1fv(index: Int, values: NativeBuffer<Float>): Unit
abstract fun vertexAttrib2f(index: Int, x: Float, y: Float): Unit
abstract fun vertexAttrib2fv(index: Int, values: NativeBuffer<Float>): Unit
abstract fun vertexAttrib3f(index: Int, x: Float, y: Float, z: Float): Unit
abstract fun vertexAttrib3fv(index: Int, values: NativeBuffer<Float>): Unit
abstract fun vertexAttrib4f(index: Int, x: Float, y: Float, z: Float, w: Float): Unit
abstract fun vertexAttrib4fv(index: Int, values: NativeBuffer<Float>): Unit
abstract fun vertexAttribPointer(index: Int, size: Int, type: Int, normalized: Boolean, stride: Int, offset: Int): Unit
abstract fun viewport(x: Int, y: Int, width: Int, height: Int): Unit
interface GlActiveInfoRef
interface GlBufferRef
data class GlConfig
open class GlEditableTextField : ContainerImpl, EditableTextField
class GlFilter : StackLayoutContainer
interface GlFramebufferRef
interface GlProgramRef
open class GlRect : ContainerImpl, Rect
interface GlRenderbufferRef
open class GlScrollArea : ElementContainerImpl<UiComponent>, ScrollArea
class GlScrollRect : ElementContainerImpl<UiComponent>, ScrollRect
interface GlShaderRef
open class GlStageImpl : Stage, ElementContainerImpl<UiComponent>, FocusContainer, Focusable
class GlState : Disposable
class GlTextArea : ContainerImpl, TextArea
class GlTextCommander : TextCommander
class GlTextField : ContainerImpl, TextField
open class GlTextInput : ContainerImpl, TextInput
abstract class GlTextureBase : Texture
open class GlTextureComponent : UiComponentImpl, TextureComponent
Module Contents
GlTextureComponent(owner: Owned, path: String)
GlTextureComponent(owner: Owned, texture: Texture)
GlTextureComponent(owner: Owned)
protected open fun _setTexture(value: Texture?): Unit
open var blendMode: BlendMode
open fun dispose(): Unit
protected open fun draw(viewport: MinMaxRo): Unit
open var isRotated: Boolean
protected open fun onActivated(): Unit
protected open fun onDeactivated(): Unit
var path: String?
open fun setRegion(x: Float, y: Float, width: Float, height: Float): Unit
open fun setUv(u: Float, v: Float, u2: Float, v2: Float): Unit
open var texture: Texture?
protected open fun updateLayout(explicitWidth: Float?, explicitHeight: Float?, out: Bounds): Unit
interface GlTextureRef
interface GlUniformLocationRef
class Glyph
data class GlyphData
enum class GradientDirection
class GridColumn : Observable
class GridLayout : LayoutAlgorithm<GridLayoutStyle, GridLayoutData>
open class GridLayoutContainer : LayoutContainerImpl<GridLayoutStyle, GridLayoutData>
open class GridLayoutData : BasicLayoutData
open class GridLayoutStyle : StyleBase
enum class HAlign
open class HDivider : ElementContainerImpl<UiComponent>
open class HScrollBar : ScrollBarBase
open class HSlider : HScrollBar
open class HeadingGroup : ElementContainerImpl<UiComponent>, Labelable, LayoutDataProvider<StackLayoutData>
open class HeadingGroupStyle : StyleBase
class HorizontalLayout : LayoutAlgorithm<HorizontalLayoutStyle, HorizontalLayoutData>
open class HorizontalLayoutContainer : LayoutContainerImpl<HorizontalLayoutStyle, HorizontalLayoutData>
class HorizontalLayoutData : BasicLayoutData
open class HorizontalLayoutStyle : StyleBase
data class Hotkey
class Hsl : HslRo, Clearable
interface HslRo
class Hsv : HsvRo, Clearable
interface HsvRo
interface HtmlComponent : UiComponent
interface I18n
interface I18nBundle
class I18nBundleImpl : I18nBundle, Disposable
class I18nImpl : I18n, Disposable
interface ILogger
class IconButton : Button
open class IconButtonSkinPart : ElementContainerImpl<UiComponent>, Labelable
Module Contents
IconButtonSkinPart(owner: Owned, texture: UiComponent, padding: PadRo = Pad(5f, 5f, 5f, 5f), hGap: Float = 5f, vAlign: VAlign = VAlign.MIDDLE)
open var label: String
protected open fun onElementAdded(index: Int, element: UiComponent): Unit
protected open fun onElementRemoved(index: Int, element: UiComponent): Unit
protected open fun updateLayout(explicitWidth: Float?, explicitHeight: Float?, out: Bounds): Unit
protected open fun updateSizeConstraints(out: SizeConstraints): Unit
open class Image : ScaleBoxLayoutContainer
class ImageInstance : SymbolInstance, UiComponent
data class ImageLibraryItem : LibraryItem
object ImageLibraryItemSerializer : From<ImageLibraryItem>
class IndexBinding<out E> : Disposable
interface IndexFeed
class IndexedCache<E> : ListBase<E>
interface Injector
class InjectorImpl : Injector
abstract class IntColumn<in E> : DataGridColumn<E, Int?>, Scoped
class IntEditorCell : NumberEditorCell, DataGridEditorCell<Int?>
class IntRectangle : IntRectangleRo, Clearable
Module Contents
IntRectangle(x: Int = 0, y: Int = 0, width: Int = 0, height: Int = 0)
val area: Int
val bottom: Int
fun canContain(width: Int, height: Int): Boolean
fun clear(): Unit
fun contains(rectangle: IntRectangleRo): Boolean
fun equals(other: Any?): Boolean
fun ext(x2: Int, y2: Int): Unit
fun ext(rect: IntRectangleRo): IntRectangle
fun free(obj: IntRectangle): Unit
fun hashCode(): Int
var height: Int
fun inflate(left: Int, top: Int, right: Int, bottom: Int): Unit
fun intersects(x: Int, y: Int): Boolean
fun intersects(r: IntRectangleRo): Boolean
fun intersects(xVal: Int, yVal: Int, widthVal: Int, heightVal: Int): Boolean
val isEmpty: Boolean
val left: Int
fun obtain(): IntRectangle
val perimeter: Int
val right: Int
fun scl(scalar: Int): Unit
fun set(x: Int, y: Int, width: Int, height: Int): IntRectangle
fun set(rect: IntRectangleRo): IntRectangle
fun setPosition(x: Int, y: Int): IntRectangle
fun setSize(width: Int, height: Int): IntRectangle
val top: Int
var width: Int
var x: Int
var y: Int
interface IntRectangleRo
object IntRectangleSerializer : To<IntRectangleRo>, From<IntRectangle>
interface InteractionEvent : InteractionEventRo, Clearable
abstract class InteractionEventBase : InteractionEvent
interface InteractionEventRo : Stoppable
data class InteractionType<out T : InteractionEventRo>
interface InteractiveElement : InteractiveElementRo, LayoutElement, CameraElement
interface InteractiveElementRo : LayoutElementRo, CameraElementRo, AttachmentHolder, Owned
interface InteractivityManager : Disposable
open class InteractivityManagerImpl : InteractivityManager
Module Contents
InteractivityManagerImpl(mouseInput: MouseInput, keyInput: KeyInput, focus: FocusManager)
open fun dispatch(canvasX: Float, canvasY: Float, event: InteractionEvent, useCapture: Boolean, useBubble: Boolean): Unit
open fun dispatch(target: UiComponentRo, event: InteractionEvent, useCapture: Boolean, useBubble: Boolean): Unit
open fun dispose(): Unit
open fun <T : InteractionEventRo> getSignal(host: UiComponentRo, type: InteractionType<T>, isCapture: Boolean): StoppableSignalImpl<T>
open fun init(root: UiComponentRo): Unit
enum class InteractivityMode
interface Interpolation
class InvalidMarkException : Throwable
interface ItemRenderer<E> : ItemRendererRo<E>
interface ItemRendererOwner<out T : LayoutData> : Owned, LayoutDataProvider<T>
interface ItemRendererRo<out E>
data class JsonDecorator<out R> : Decorator<String, R>
class JsonNode : Reader
object JsonSerializer : Serializer<String>
class JsonWriter : Writer
class JvmClickDispatcher : ClickDispatcher
data class KeyFrame
object KeyFrameSerializer : From<KeyFrame>
interface KeyInput : KeyState
open class KeyInteraction : InteractionEventBase, KeyInteractionRo
interface KeyInteractionRo : InteractionEventRo
enum class KeyLocation
interface KeyState : Disposable
open class LabelButtonSkinPart : ElementContainerImpl<UiComponent>, Labelable
interface Labelable : LabelableRo, UiComponent
interface LabelableRo : UiComponentRo
class LastTextElement : TextElementRo
class LateValue<T> : Promise<T>
data class Layer
object LayerSerializer : From<Layer>
interface LayoutAlgorithm<in S, out T : LayoutData> : LayoutDataProvider<T>
interface LayoutContainer<S, out T : LayoutData> : LayoutDataProvider<T>, ElementContainer<UiComponent>
open class LayoutContainerImpl<S : Style, out U : LayoutData> : ElementContainerImpl<UiComponent>, LayoutContainer<S, U>, Focusable
interface LayoutData
interface LayoutDataProvider<out T : LayoutData>
interface LayoutElement : LayoutElementRo, BasicLayoutElement, Transformable
interface LayoutElementRo : BasicLayoutElementRo, TransformableRo
class LazyInstance<out R, out T>
interface LibraryItem
enum class LibraryItemType
interface Lifecycle : LifecycleRo, Disposable
abstract class LifecycleBase : Lifecycle
interface LifecycleRo
class Lift : ElementContainerImpl<UiComponent>, LayoutContainer<StackLayoutStyle, StackLayoutData>, Focusable
class LimitedPoolImpl<T : Clearable> : Pool<T>
class LineInfo : Clearable, LineInfoRo
interface LineInfoRo
data class LineStyle : Clearable
object Linear : Interpolation
data class LinearGradient : LinearGradientRo
interface LinearGradientRo
object LinearGradientSerializer : To<LinearGradientRo>, From<LinearGradient>
class LinkedList<T> : Iterable<T>, Clearable
abstract class ListBase<out E> : List<E>
interface ListItemRenderer<E> : ListItemRendererRo<E>, ItemRenderer<E>, Toggleable, ListRenderer
interface ListItemRendererRo<out E> : ItemRendererRo<E>, ToggleableRo, ListRendererRo
open class ListIteratorImpl<out E> : Clearable, ListIterator<E>, Iterable<E>
interface ListRenderer : ListRendererRo, UiComponent
interface ListRendererRo : UiComponentRo
class ListTransform<E, R> : ListBase<R>
class ListView<E> : ObservableList<E>, Disposable
typealias LoaderFactory<T> = (path: String, estimatedBytesTotal: Int) -> AssetLoader<T>
class LoadingQueueBusyWatch
data class Locale
interface Location
object Log : ILogger
data class ManifestEntry : Comparable<ManifestEntry>
object ManifestEntrySerializer : To<ManifestEntry>, From<ManifestEntry>
object MathUtils
Module Contents
const val FLOAT_ROUNDING_ERROR: Float
inline fun abs(value: Float): Float
inline fun abs(value: Double): Double
inline fun abs(value: Int): Int
inline fun abs(value: Long): Long
inline fun acos(v: Float): Float
fun angleDiff(a: Float, b: Float): Float
inline fun asin(v: Float): Float
fun atan2(y: Float, x: Float): Float
inline fun ceil(v: Float): Int
fun ceilToNearest(value: Float, snap: Float, offset: Float = 0f): Float
inline fun <T : Comparable<T>> clamp(value: T, min: T, max: T): T
fun cos(radians: Float): Float
const val degRad: Float
inline fun floor(v: Float): Int
fun floorToNearest(value: Float, snap: Float, offset: Float = 0f): Float
fun getCubicRoots(a: Float = 0f, b: Float = 0f, c: Float = 0f, d: Float = 0f, out: MutableList<Float>): Unit
fun getQuadraticRoots(a: Float, b: Float, c: Float, out: MutableList<Float>): Unit
fun isEqual(a: Float, b: Float): Boolean
fun isEqual(a: Float, b: Float, tolerance: Float): Boolean
fun isPowerOfTwo(value: Int): Boolean
fun isZero(value: Float, tolerance: Float = FLOAT_ROUNDING_ERROR): Boolean
fun isZero(value: Double, tolerance: Float = FLOAT_ROUNDING_ERROR): Boolean
fun lerp(fromValue: Float, toValue: Float, progress: Float): Float
fun log(x: Float, base: Float): Float
fun log2(x: Float): Float
inline fun <T : Comparable<T>> max(x: T, y: T): T
inline fun <T : Comparable<T>> max(x: T, y: T, z: T): T
inline fun <T : Comparable<T>> max(w: T, x: T, y: T, z: T): T
inline fun <T : Comparable<T>> min(x: T, y: T): T
inline fun <T : Comparable<T>> min(x: T, y: T, z: T): T
inline fun <T : Comparable<T>> min(w: T, x: T, y: T, z: T): T
fun mod(a: Float, n: Float): Float
fun mod(a: Int, n: Int): Int
const val nanoToSec: Float
fun nextPowerOfTwo(value: Int): Int
inline fun pow(a: Float, b: Float): Float
const val radDeg: Float
fun random(range: Int): Int
fun random(start: Int, end: Int): Int
fun random(range: Long): Long
fun random(start: Long, end: Long): Long
fun random(): Float
fun random(range: Float): Float
fun random(start: Float, end: Float): Float
fun randomBoolean(): Boolean
fun randomBoolean(chance: Float): Boolean
fun randomSign(): Int
fun randomTriangular(): Float
fun randomTriangular(max: Float): Float
fun randomTriangular(min: Float, max: Float): Float
fun randomTriangular(min: Float, max: Float, mode: Float): Float
val rng: Random
inline fun round(v: Float): Int
fun roundToNearest(value: Float, snap: Float, offset: Float = 0f): Float
fun signum(v: Float): Float
fun sin(radians: Float): Float
inline fun sqrt(v: Float): Float
fun tan(radians: Float): Float
class Matrix3 : Matrix3Ro
Module Contents
Matrix3(m00: Float, m10: Float, m20: Float, m01: Float, m11: Float, m21: Float, m02: Float, m12: Float, m22: Float)
Matrix3(values: MutableList<Float> = arrayListOf(
1f, 0f, 0f,
0f, 1f, 0f,
0f, 0f, 1f))
val IDENTITY: Matrix3Ro
const val M00: Int
const val M01: Int
const val M02: Int
const val M10: Int
const val M11: Int
const val M12: Int
const val M20: Int
const val M21: Int
const val M22: Int
fun det(): Float
fun equals(other: Any?): Boolean
fun getRotation(): Float
fun getScale(out: Vector2): Vector2
fun getTranslation(out: Vector2): Vector2
fun hashCode(): Int
fun idt(): Matrix3
fun inv(): Matrix3
fun mul(matrix: Matrix3Ro): Matrix3
fun mulLeft(m: Matrix3Ro): Matrix3
fun prj(vec: Vector2): Vector2
fun rotate(radians: Float): Matrix3
fun scl(scale: Float): Matrix3
fun scl(scaleX: Float, scaleY: Float): Matrix3
fun scl(scale: Vector2Ro): Matrix3
fun scl(scale: Vector3Ro): Matrix3
fun set(mat: Matrix3Ro): Matrix3
fun set(mat: Matrix4Ro): Matrix3
fun set(values: List<Float>): Matrix3
fun setTranslation(x: Float, y: Float): Matrix3
operator fun times(matrix: Matrix3Ro): Matrix3
fun toString(): String
fun transpose(): Matrix3
fun trn(x: Float, y: Float): Matrix3
fun trn(vector: Vector2): Matrix3
fun trn(vector: Vector3): Matrix3
val values: MutableList<Float>
interface Matrix3Ro
class Matrix4 : Matrix4Ro
Module Contents
Matrix4(values: MutableList<Float> = arrayListOf(
1f, 0f, 0f, 0f,
0f, 1f, 0f, 0f,
0f, 0f, 1f, 0f,
0f, 0f, 0f, 1f))
val IDENTITY: Matrix4Ro
const val M00: Int
const val M01: Int
const val M02: Int
const val M03: Int
const val M10: Int
const val M11: Int
const val M12: Int
const val M13: Int
const val M20: Int
const val M21: Int
const val M22: Int
const val M23: Int
const val M30: Int
const val M31: Int
const val M32: Int
const val M33: Int
fun det(): Float
fun det3x3(): Float
fun equals(other: Any?): Boolean
fun extract4x3Matrix(: MutableList<Float>): MutableList<Float>
fun getRotation(out: Quaternion, normalizeAxes: Boolean): Quaternion
fun getScale(scale: Vector3): Vector3
fun getScaleX(): Float
fun getScaleXSquared(): Float
fun getScaleY(): Float
fun getScaleYSquared(): Float
fun getScaleZ(): Float
fun getScaleZSquared(): Float
fun getTranslation(out: Vector3): Vector3
fun hashCode(): Int
fun idt(): Matrix4
fun inv(): Matrix4
fun mul(matrix: Matrix4Ro): Matrix4
fun mulLeft(matrix: Matrix4Ro): Matrix4
fun prj(vec: Vector3): Vector3
fun prj(vec: Vector2): Vector2
fun rot(vec: Vector3): Vector3
fun rot(vec: Vector2): Vector2
fun rotate(axis: Vector3Ro, radians: Float): Matrix4
fun rotate(axisX: Float, axisY: Float, axisZ: Float, radians: Float): Matrix4
fun rotate(rotation: QuaternionRo): Matrix4
fun rotate(v1: Vector3Ro, v2: Vector3Ro): Matrix4
fun scale(scale: Vector3Ro): Matrix4
fun scale(scaleX: Float, scaleY: Float, scaleZ: Float): Matrix4
fun scl(scale: Vector3Ro): Matrix4
fun scl(x: Float, y: Float, z: Float): Matrix4
fun scl(scale: Float): Matrix4
fun set(matrix: Matrix4Ro): Matrix4
fun set(values: List<Float>): Matrix4
fun set(quaternion: QuaternionRo): Matrix4
fun set(quaternionX: Float, quaternionY: Float, quaternionZ: Float, quaternionW: Float): Matrix4
fun set(position: Vector3Ro, orientation: QuaternionRo): Matrix4
fun set(translationX: Float, translationY: Float, translationZ: Float, quaternionX: Float, quaternionY: Float, quaternionZ: Float, quaternionW: Float): Matrix4
fun set(position: Vector3Ro, orientation: Quaternion, scale: Vector3Ro): Matrix4
fun set(translationX: Float, translationY: Float, translationZ: Float, quaternionX: Float, quaternionY: Float, quaternionZ: Float, quaternionW: Float, scaleX: Float, scaleY: Float, scaleZ: Float): Matrix4
fun set(xAxis: Vector3Ro, yAxis: Vector3Ro, zAxis: Vector3Ro, pos: Vector3Ro): Matrix4
fun set(mat: Matrix3Ro): Matrix4
fun setFromEulerAnglesRad(yaw: Float, pitch: Float, roll: Float): Matrix4
fun setToGlobal(position: Vector3Ro, forward: Vector3Ro, up: Vector3Ro): Matrix4
fun setToLookAt(direction: Vector3Ro, up: Vector3Ro): Matrix4
fun setToLookAt(position: Vector3Ro, target: Vector3Ro, up: Vector3Ro): Matrix4
fun setTranslation(vector: Vector3Ro): Matrix4
fun setTranslation(x: Float, y: Float, z: Float): Matrix4
fun shearZ(shearXZ: Float = 0f, shearYZ: Float = 0f): Matrix4
fun toNormalMatrix(): Matrix4
fun toString(): String
fun tra(): Matrix4
fun translate(translation: Vector3Ro): Matrix4
fun translate(x: Float = 0f, y: Float = 0f, z: Float = 0f): Matrix4
val translationX: Float
val translationY: Float
val translationZ: Float
fun trn(vector: Vector3Ro): Matrix4
fun trn(x: Float, y: Float, z: Float): Matrix4
val values: MutableList<Float>
interface Matrix4Ro
class MeshData : Parent<MeshData>, Clearable
Module Contents
MeshData()
fun <S : MeshData> addChild(index: Int, child: S): S
var blendMode: BlendMode
val children: ArrayList<MeshData>
fun clear(): Unit
fun colorTransform(colorTint: ColorRo): Unit
var drawMode: Int
var flushBatch: Boolean
var highestIndex: Int
val indices: ArrayList<Int>
var parent: MeshData?
fun pushIndex(index: Int): Unit
fun pushIndices(arr: IntArray): Unit
fun pushVertex(position: Vector2Ro, fillStyle: FillStyle): Unit
fun pushVertex(position: Vector2Ro, z: Float, fillStyle: FillStyle): Unit
fun pushVertex(position: Vector3Ro, fillStyle: FillStyle): Unit
fun pushVertex(position: Vector3Ro, fillStyle: FillStyle, normal: Vector3Ro): Unit
fun pushVertex(x: Float, y: Float, z: Float, colorTint: ColorRo, u: Float = 0f, v: Float = 0f, normal: Vector3Ro = Vector3.NEG_Z): Unit
fun remove(): Unit
fun removeChild(index: Int): MeshData
fun scl(x: Float = 1f, y: Float = 1f, z: Float = 1f): Unit
var texture: Texture?
fun transform(value: Matrix4): Unit
fun trn(x: Float = 0f, y: Float = 0f, z: Float = 0f): Unit
operator fun <P : MeshData> P.unaryMinus(): P
operator fun <P : MeshData> P.unaryPlus(): P
val vertices: ArrayList<Vertex>
enum class MeshIntersectionType
class MinMax : MinMaxRo
Module Contents
MinMax(xMin: Float = Float.POSITIVE_INFINITY, yMin: Float = Float.POSITIVE_INFINITY, xMax: Float = Float.NEGATIVE_INFINITY, yMax: Float = Float.NEGATIVE_INFINITY)
fun equals(other: Any?): Boolean
fun ext(x: Float, y: Float): Unit
fun ext(other: MinMaxRo): Unit
fun hashCode(): Int
val height: Float
fun inf(): Unit
fun inflate(left: Float, top: Float, right: Float, bottom: Float): Unit
fun intersection(other: MinMaxRo): Unit
fun scl(x: Float, y: Float): Unit
fun set(other: MinMaxRo): MinMax
fun set(xMin: Float, yMin: Float, xMax: Float, yMax: Float): MinMax
val width: Float
var xMax: Float
var xMin: Float
var yMax: Float
var yMin: Float
interface MinMaxRo
object MiterCap : CapBuilder
interface ModTag : ModTagRo
class ModTagImpl : ModTag
interface ModTagRo
class ModTagWatch : Clearable
object Months
interface MouseInput : MouseState
open class MouseInteraction : InteractionEventBase, MouseInteractionRo
interface MouseInteractionRo : InteractionEventRo
interface MouseState : Disposable
class MouseUpOutside : StoppableSignalImpl<MouseInteraction>
class MultipartFormData : Clearable, MultipartFormDataRo
interface MultipartFormDataRo
interface Music : Disposable
enum class MusicReadyState
interface MutableConcurrentList<E> : ConcurrentList<E>, MutableList<E>
interface MutableConcurrentListIterator<E> : ConcurrentListIterator<E>, MutableListIterator<E>, MutableIterable<E>
open class MutableConcurrentListIteratorImpl<E> : ConcurrentListIteratorImpl<E>, MutableConcurrentListIterator<E>
abstract class MutableListBase<E> : ListBase<E>, Clearable, MutableList<E>
open class MutableListIteratorImpl<E> : ListIteratorImpl<E>, MutableListIterator<E>
interface MutableObservableList<E> : ObservableList<E>, MutableConcurrentList<E>
class MutableSubList<E> : MutableListBase<E>
interface NativeBuffer<T> : ReadWriteBuffer<T>
interface NavBindable : ChildRo, Scoped
class NavBinding : Disposable
class NavBindingEvent
interface NavEvent
class NavEventImpl : NavEvent
data class NavNode
interface NavigationManager : Clearable, Disposable
class NavigationManagerImpl : NavigationManager
class NinePatchComponent : ContainerImpl
Module Contents
NinePatchComponent(owner: Owned)
var blendMode: BlendMode
fun isRotated(): Boolean
fun naturalHeight(): Float
fun naturalWidth(): Float
var path: String?
fun setRegion(region: Rectangle, isRotated: Boolean): Unit
fun setRegion(region: IntRectangleRo, isRotated: Boolean): Unit
fun setRegion(x: Float, y: Float, width: Float, height: Float, isRotated: Boolean): Unit
fun split(splitLeft: Int, splitTop: Int, splitRight: Int, splitBottom: Int): Unit
fun split(splitLeft: Float, splitTop: Float, splitRight: Float, splitBottom: Float): Unit
val splitBottom: Float
val splitLeft: Float
val splitRight: Float
val splitTop: Float
var texture: Texture?
protected fun updateLayout(explicitWidth: Float?, explicitHeight: Float?, out: Bounds): Unit
protected fun updateProperties(): Unit
protected fun updateSizeConstraints(out: SizeConstraints): Unit
object NoCap : CapBuilder
class NonDeferred<out T> : Deferred<T>
class NoopStyle : StyleBase, StyleType<NoopStyle>
class NotStyleFilter : StyleFilter
object NullNode : Reader
class NullRenderer : ContainerImpl, ListRenderer
class NullRendererStyle : StyleBase
class NumberCell : ContainerImpl, DataGridCell<Number?>
abstract class NumberEditorCell : ContainerImpl
enum class NumberFormatType
interface NumberFormatter : StringFormatter<Number?>
class NumericStepper : ElementContainerImpl<UiComponent>
class NumericStepperStyle : StyleBase
open class ObjectPool<T> : Pool<T>
interface Observable : Bindable
class ObservableConcatList<out E> : ListBase<E>, ObservableList<E>, Disposable
interface ObservableList<out E> : ConcurrentList<E>, Bindable
class ObservableListMapping<E, V> : ListBase<V>, List<V>, Disposable
open class OptionsList<E : Any> : ContainerImpl, Clearable, FocusContainer
class OptionsListStyle : StyleBase
class OrStyleFilter : StyleFilter
class OrthographicCamera : CameraBase
interface Owned : Scoped
class OwnedImpl : Owned, Disposable
class Pad : PadRo, Clearable
interface PadRo
object PadSerializer : To<PadRo>, From<Pad>
open class Panel : ElementContainerImpl<UiComponent>, Closeable, LayoutDataProvider<StackLayoutData>
open class PanelStyle : StyleBase
interface Parent<T> : ParentRo<T>
abstract class ParentBase<T : ParentBase<T>> : Parent<T>
interface ParentRo<out T> : ChildRo
class ParentStyleFilter : StyleFilter
interface PasteInteractionRo : InteractionEventRo
object PendingDisposablesRegistry
interface Persistence : Clearable
open class PerspectiveCamera : CameraBase
class Plane : Clearable, PlaneRo
Module Contents
Plane(normal: Vector3 = Vector3(), d: Float = 0f)
fun clear(): Unit
var d: Float
fun equals(other: Any?): Boolean
fun free(): Unit
fun hashCode(): Int
val normal: Vector3
fun obtain(): Plane
fun set(point1: Vector3Ro, point2: Vector3Ro, point3: Vector3Ro): Unit
fun set(nx: Float, ny: Float, nz: Float, d: Float): Unit
fun set(point: Vector3Ro, normal: Vector3): Unit
fun set(pointX: Float, pointY: Float, pointZ: Float, norX: Float, norY: Float, norZ: Float): Unit
fun set(plane: PlaneRo): Unit
interface PlaneRo
enum class PlaneSide
interface Pool<T>
class PopUpInfo<T : UiComponent>
interface PopUpManager : Clearable
class PopUpManagerImpl : LayoutContainerImpl<PopUpManagerStyle, CanvasLayoutData>, PopUpManager
class PopUpManagerStyle : StyleBase
data class PopUpSpecs
interface Positionable : PositionableRo
interface PositionableRo
class Pow : Interpolation
class PowIn : Interpolation
class PowOut : Interpolation
class PrintTarget : ILogger
interface Progress
class ProgressBarRect : ContainerImpl
class ProgressBarRectStyle : StyleBase
open class Promise<T> : Deferred<T>
data class Prop
object PropSerializer : From<Prop>
enum class PropType
open class Propagation : PropagationRo, Clearable
interface PropagationRo
object PropertiesDecorator : Decorator<String, Map<String, String>>
class QuadTree<K : Comparable<K>, V> : Clearable
Module Contents
QuadTree()
fun add(value: V, x: K, y: K): Unit
fun clear(): Unit
fun contains(value: V, x: K, y: K): Boolean
fun isEmpty(): Boolean
fun isNotEmpty(): Boolean
fun iterate(xMin: K, yMin: K, xMax: K, yMax: K, inner: (V) -> Boolean): Unit
fun iterate(inner: (V) -> Boolean): Unit
fun remove(value: V, x: K, y: K): Boolean
fun update(value: V, oldX: K, oldY: K, newX: K, newY: K): Unit
class Quaternion : QuaternionRo
Module Contents
Quaternion(x: Float = 0f, y: Float = 0f, z: Float = 0f, w: Float = 1f)
fun add(quaternion: QuaternionRo): Quaternion
fun add(qx: Float, qy: Float, qz: Float, qw: Float): Quaternion
fun conjugate(): Quaternion
fun dot(other: QuaternionRo): Float
fun dot(x: Float, y: Float, z: Float, w: Float): Float
fun dot(x1: Float, y1: Float, z1: Float, w1: Float, x2: Float, y2: Float, z2: Float, w2: Float): Float
fun equals(other: Any?): Boolean
fun exp(alpha: Float): Quaternion
fun getAngleAroundRad(axisX: Float, axisY: Float, axisZ: Float): Float
fun getAngleAroundRad(axis: Vector3): Float
fun getAngleRad(): Float
fun getAxisAngleRad(axis: Vector3): Float
fun getGimbalPole(): Int
fun getPitchRad(): Float
fun getRollRad(): Float
fun getSwingTwist(axisX: Float, axisY: Float, axisZ: Float, swing: Quaternion, twist: Quaternion): Unit
fun getSwingTwist(axis: Vector3, swing: Quaternion, twist: Quaternion): Unit
fun getYawRad(): Float
fun hashCode(): Int
fun idt(): Quaternion
fun isIdentity(): Boolean
fun isIdentity(tolerance: Float): Boolean
fun len(): Float
fun len(x: Float, y: Float, z: Float, w: Float): Float
fun len2(): Float
fun len2(x: Float, y: Float, z: Float, w: Float): Float
fun mul(other: QuaternionRo): Quaternion
fun mul(x: Float, y: Float, z: Float, w: Float): Quaternion
fun mul(scalar: Float): Quaternion
fun mulLeft(other: QuaternionRo): Quaternion
fun mulLeft(x: Float, y: Float, z: Float, w: Float): Quaternion
fun nor(): Quaternion
operator fun plus(quaternion: QuaternionRo): Quaternion
fun set(x: Float, y: Float, z: Float, w: Float): Quaternion
fun set(quaternion: QuaternionRo): Quaternion
fun setEulerAnglesRad(yaw: Float, pitch: Float, roll: Float): Quaternion
fun setFromAxes(xx: Float, xy: Float, xz: Float, yx: Float, yy: Float, yz: Float, zx: Float, zy: Float, zz: Float): Quaternion
fun setFromAxes(xx: Float, xy: Float, xz: Float, yx: Float, yy: Float, yz: Float, zx: Float, zy: Float, zz: Float, normalizeAxes: Boolean = false): Quaternion
fun setFromAxis(axis: Vector3Ro, radians: Float): Quaternion
fun setFromAxis(x: Float, y: Float, z: Float, radians: Float): Quaternion
fun setFromCross(v1: Vector3Ro, v2: Vector3Ro): Quaternion
fun setFromCross(x1: Float, y1: Float, z1: Float, x2: Float, y2: Float, z2: Float): Quaternion
fun setFromMatrix(matrix: Matrix4, normalizeAxes: Boolean = false): Quaternion
fun setFromMatrix(normalizeAxes: Boolean, matrix: Matrix3): Quaternion
fun setFromMatrix(matrix: Matrix3): Quaternion
fun slerp(end: QuaternionRo, alpha: Float): Quaternion
fun slerp(q: Array<Quaternion>): Quaternion
fun slerp(q: Array<Quaternion>, w: FloatArray): Quaternion
operator fun times(other: QuaternionRo): Quaternion
fun times(scalar: Float): Quaternion
fun toString(): String
var w: Float
var x: Float
var y: Float
var z: Float
interface QuaternionRo
Module Contents
open fun closeTo(other: QuaternionRo?, epsilon: Float = 0.0001f): Boolean
open fun copy(x: Float = this.x, y: Float = this.y, z: Float = this.z, w: Float = this.w): Quaternion
abstract fun dot(other: QuaternionRo): Float
abstract fun dot(x: Float, y: Float, z: Float, w: Float): Float
abstract fun getAngleAroundRad(axisX: Float, axisY: Float, axisZ: Float): Float
abstract fun getAngleAroundRad(axis: Vector3): Float
abstract fun getAngleRad(): Float
abstract fun getAxisAngleRad(axis: Vector3): Float
abstract fun getGimbalPole(): Int
abstract fun getPitchRad(): Float
abstract fun getRollRad(): Float
abstract fun getSwingTwist(axisX: Float, axisY: Float, axisZ: Float, swing: Quaternion, twist: Quaternion): Unit
abstract fun getSwingTwist(axis: Vector3, swing: Quaternion, twist: Quaternion): Unit
abstract fun getYawRad(): Float
abstract fun isIdentity(): Boolean
abstract fun isIdentity(tolerance: Float): Boolean
abstract fun len(): Float
abstract fun len2(): Float
open fun transform(v: Vector3): Vector3
abstract val w: Float
abstract val x: Float
abstract val y: Float
abstract val z: Float
open class RadioButton<out T> : Button
class RadioGroup<T> : Disposable
open class Random
data class Range2<T : Comparable<T>> : Clearable, Range2Ro<T>
interface Range2Ro<T : Comparable<T>>
class Ray : Clearable, RayRo
Module Contents
Ray(origin: Vector3 = Vector3(), direction: Vector3 = Vector3())
fun clear(): Unit
val direction: Vector3
val directionInv: Vector3
fun equals(other: Any?): Boolean
fun free(obj: Ray): Unit
fun getEndPoint(distance: Float, out: Vector3): Vector3
fun getPointAtZ(z: Float, out: Vector2): Vector2
fun hashCode(): Int
fun intersects(ray: RayRo, out: Vector3?): Boolean
fun intersects(plane: PlaneRo, out: Vector3?): Boolean
fun intersects(v1: Vector3Ro, v2: Vector3Ro, v3: Vector3Ro, out: Vector3?): Boolean
fun mul(matrix: Matrix4Ro): Ray
fun obtain(): Ray
val origin: Vector3
fun set(origin: Vector3Ro, direction: Vector3Ro): Ray
fun set(x: Float, y: Float, z: Float, dX: Float, dY: Float, dZ: Float): Ray
fun set(ray: RayRo): Ray
fun update(): Unit
class Ray2 : Clearable, Ray2Ro
interface Ray2Ro
interface RayRo
interface ReadBuffer<out T> : Buffer
interface ReadWriteBuffer<T> : ReadBuffer<T>, WriteBuffer<T>
interface Reader
interface Rect : UiComponent
class Rectangle : Clearable, RectangleRo
Module Contents
Rectangle(x: Float = 0f, y: Float = 0f, width: Float = 0f, height: Float = 0f)
fun area(): Float
val bottom: Float
fun canContain(width: Float, height: Float): Boolean
fun clear(): Unit
fun contains(rectangle: RectangleRo): Boolean
fun equals(other: Any?): Boolean
fun ext(x2: Float, y2: Float): Unit
fun ext(rect: RectangleRo): Rectangle
fun fitInside(rect: Rectangle): Rectangle
fun fitOutside(rect: Rectangle): Rectangle
fun free(obj: Rectangle): Unit
fun getAspectRatio(): Float
fun getCenter(vector: Vector2): Vector2
fun getPosition(position: Vector2): Vector2
fun getSize(out: Vector2): Vector2
fun hashCode(): Int
var height: Float
fun inflate(left: Float, top: Float, right: Float, bottom: Float): Unit
fun inflate(pad: PadRo): Unit
fun intersects(x: Float, y: Float): Boolean
fun intersects(point: Vector2): Boolean
fun intersects(r: Ray, out: Vector3?): Boolean
fun intersects(r: RectangleRo): Boolean
fun intersects(xVal: Float, yVal: Float, widthVal: Float, heightVal: Float): Boolean
fun isEmpty(): Boolean
fun isNotEmpty(): Boolean
val left: Float
fun obtain(): Rectangle
fun perimeter(): Float
val right: Float
fun scl(scalar: Float): Unit
fun set(x: Float, y: Float, width: Float, height: Float): Rectangle
fun set(x: Int, y: Int, width: Int, height: Int): Rectangle
fun set(rect: RectangleRo): Rectangle
fun setCenter(x: Float, y: Float): Rectangle
fun setCenter(position: Vector2): Rectangle
fun setPosition(position: Vector2): Rectangle
fun setPosition(x: Float, y: Float): Rectangle
fun setSize(width: Float, height: Float): Rectangle
val top: Float
var width: Float
var x: Float
var y: Float
interface RectangleRo
object RectangleSerializer : To<Rectangle>, From<Rectangle>
class Repeat : Interpolation
class ReplaceTextRangeCommand : StateCommand
interface Request<out T> : Progress, CancelableDeferred<T>
open class ResponseException : Throwable
interface RestServiceFactory
object RestrictPatterns
class Reverse : Interpolation
class RgbData
Module Contents
RgbData(width: Int, height: Int, hasAlpha: Boolean)
val bytes: ByteArray
fun copySubRgbData(region: Rectangle): RgbData
fun copySubRgbData(sourceX: Int, sourceY: Int, width: Int, height: Int): RgbData
fun fillRect(x: Int, y: Int, width: Int, height: Int, color: ColorRo): Unit
fun flood(color: ColorRo = Color.CLEAR): Unit
fun get(index: Int): Byte
fun getAlpha(x: Int, y: Int): Float
fun getPixel(x: Int, y: Int, out: Color): Color
val hasAlpha: Boolean
val height: Int
val lastIndex: Int
val numBands: Int
fun rotate90CCW(): Unit
fun rotate90CW(): Unit
val scanSize: Int
operator fun set(index: Int, value: Byte): Unit
fun setPixel(x: Int, y: Int, color: ColorRo): Unit
fun setRect(destX: Int, destY: Int, source: RgbData, sourceX: Int = 0, sourceY: Int = 0, width: Int = source.width - sourceX, height: Int = source.height - sourceY): Unit
val width: Int
class RgbTexture : GlTextureBase
class RollOverCursor : Disposable
interface RowBackground : UiComponent, Toggleable
class RowBackgroundImpl : ContainerImpl, RowBackground
class RowBackgroundStyle : StyleBase
class Rule : ElementContainerImpl<UiComponent>
class RuleStyle : BoxStyle
object RuleStyleSerializer : To<RuleStyle>, From<RuleStyle>
open class ScaleBoxLayoutContainer : LayoutContainerImpl<ScaleLayoutStyle, ScaleLayoutData>
object ScaleLayout : LayoutAlgorithm<ScaleLayoutStyle, ScaleLayoutData>
open class ScaleLayoutData : BasicLayoutData
open class ScaleLayoutStyle : StyleBase
enum class Scaling
interface Scoped
interface ScrollArea : LayoutDataProvider<StackLayoutData>, ElementContainer<UiComponent>
class ScrollAreaStyle : StyleBase
abstract class ScrollBarBase : ContainerImpl
class ScrollBarStyle : StyleBase
interface ScrollModel : ScrollModelRo
class ScrollModelImpl : ClampedScrollModel, Disposable
interface ScrollModelRo
enum class ScrollPolicy
interface ScrollRect : ElementContainer<UiComponent>
class ScrollRectStyle : StyleBase
interface Selectable
interface SelectableComponent : UiComponent, Selectable
interface Selection<E : Any> : SelectionRo<E>, Clearable
abstract class SelectionBase<E : Any> : Selection<E>, Disposable
interface SelectionManager : Disposable, Clearable
class SelectionManagerImpl : SelectionManager
data class SelectionRange
interface SelectionRo<E : Any>
interface SequencedLayout<in S, out T : LayoutData> : LayoutAlgorithm<S, T>
interface Serializer<T>
interface ShaderBatch : Disposable, VertexFeed, IndexFeed
class ShaderBatchImpl : ShaderBatch, Disposable
class ShaderCompileException : Throwable
interface ShaderProgram : Disposable
abstract class ShaderProgramBase : ShaderProgram
Module Contents
ShaderProgramBase(gl: Gl20, vertexShaderSrc: String, fragmentShaderSrc: String, vertexAttributes: Map<Int, String> = hashMapOf(
Pair(VertexAttributeUsage.POSITION, ShaderProgram.A_POSITION),
Pair(VertexAttributeUsage.NORMAL, ShaderProgram.A_NORMAL),
Pair(VertexAttributeUsage.COLOR_TINT, ShaderProgram.A_COLOR_TINT),
Pair(VertexAttributeUsage.TEXTURE_COORD, ShaderProgram.A_TEXTURE_COORD + "0")
))
protected val _program: GlProgramRef
open fun bind(): Unit
open fun dispose(): Unit
open fun getAttributeLocation(name: String): Int
open fun getAttributeLocationByUsage(usage: Int): Int
open fun getUniformLocation(name: String): GlUniformLocationRef?
val gl: Gl20
open val program: GlProgramRef
open fun unbind(): Unit
interface Signal<in T : Any> : Bindable
class Signal0 : SignalBase<() -> Unit>
class Signal1<P1> : SignalBase<(P1) -> Unit>
class Signal2<P1, P2> : SignalBase<(P1, P2) -> Unit>
class Signal3<P1, P2, P3> : SignalBase<(P1, P2, P3) -> Unit>
class Signal4<P1, P2, P3, P4> : SignalBase<(P1, P2, P3, P4) -> Unit>
class Signal5<P1, P2, P3, P4, P5> : SignalBase<(P1, P2, P3, P4, P5) -> Unit>
class Signal6<P1, P2, P3, P4, P5, P6> : SignalBase<(P1, P2, P3, P4, P5, P6) -> Unit>
class Signal7<P1, P2, P3, P4, P5, P6, P7> : SignalBase<(P1, P2, P3, P4, P5, P6, P7) -> Unit>
class Signal8<P1, P2, P3, P4, P5, P6, P7, P8> : SignalBase<(P1, P2, P3, P4, P5, P6, P7, P8) -> Unit>
class Signal9<P1, P2, P3, P4, P5, P6, P7, P8, P9> : SignalBase<(P1, P2, P3, P4, P5, P6, P7, P8, P9) -> Unit>
abstract class SignalBase<T : Any> : Signal<T>, Disposable
class SignalHandlerSet<in T : Any> : Clearable, Disposable
open class SimpleHighlight : ContainerImpl
class SimpleItemRenderer<E : Any> : ContainerImpl, ListItemRenderer<E>
class SimpleItemRendererStyle : StyleBase
object Sine : Interpolation
object SineIn : Interpolation
object SineOut : Interpolation
interface Sizable : SizableRo
interface SizableRo
data class SizeConstraints : Clearable, SizeConstraintsRo
interface SizeConstraintsRo
typealias SortComparator<E> = (o1: E, o2: E) -> Int
interface Sound : Disposable
interface SoundFactory : Disposable
open class Spacer : UiComponentImpl
class Sprite
Module Contents
Sprite()
var blendMode: BlendMode
fun draw(glState: GlState, colorTint: ColorRo): Unit
var isRotated: Boolean
val naturalHeight: Float
val naturalWidth: Float
var premultipliedAlpha: Boolean
fun setRegion(bounds: Rectangle): Unit
fun setRegion(bounds: IntRectangleRo): Unit
fun setRegion(x: Float, y: Float, width: Float, height: Float): Unit
fun setUv(u: Float, v: Float, u2: Float, v2: Float): Unit
var texture: Texture?
fun updateUv(): Unit
fun updateVertices(width: Float, height: Float, x: Float = 0f, y: Float = 0f, z: Float = 0f, rotation: Float = 0f, originX: Float = 0f, originY: Float = 0f): Unit
fun updateWorldVertices(worldTransform: Matrix4Ro, width: Float, height: Float, x: Float = 0f, y: Float = 0f, z: Float = 0f, rotation: Float = 0f, originX: Float = 0f, originY: Float = 0f): Unit
class SpriteAnimation : ContainerImpl
class StackLayout : LayoutAlgorithm<StackLayoutStyle, StackLayoutData>
open class StackLayoutContainer : LayoutContainerImpl<StackLayoutStyle, StackLayoutData>
open class StackLayoutData : BasicLayoutData
open class StackLayoutStyle : StyleBase
interface Stage : ElementContainer<UiComponent>, StageRo, FocusContainer
interface StageRo : ContainerRo, Focusable
class StageStyle : StyleBase
object StandardCursors
interface StateCommand : Command
class StateCommandHistory : Disposable
class StaticMesh
open class StaticMeshComponent : UiComponentImpl
class StaticShaderBatchImpl : ShaderBatch, Clearable, Disposable
object StencilUtil
object Stepped : Interpolation
interface Stoppable
interface StoppableSignal<out P1 : Stoppable> : Signal<(P1) -> Unit>
open class StoppableSignalImpl<P1 : Stoppable> : SignalBase<(P1) -> Unit>, StoppableSignal<P1>
class StringCell : ContainerImpl, DataGridCell<String>
abstract class StringColumn<in E> : DataGridColumn<E, String>
class StringEditorCell : ContainerImpl, DataGridEditorCell<String>
class StringFormItem : FormDataItem
interface StringFormatter<in T>
class StringNode : Reader
interface StringParser<out T>
class StringParser
class StringTokenizer
interface Style : StyleRo, Clearable
abstract class StyleBase : Style, Disposable
interface StyleCalculator
interface StyleFilter
open class StyleProp<T> : ReadWriteProperty<Style, T>
interface StyleRo : Observable
class StyleRule<out T : StyleRo>
class StyleRuleDebugInfo
object StyleSelectors
interface StyleTag : StyleFilter
interface StyleType<out T : StyleRo>
class StyleValidator
class StyleWatcher<out T : StyleRo> : Comparable<StyleWatcher<*>>
interface Styleable : StyleableRo
interface StyleableRo
class StylesImpl : Disposable
class SubList<E> : ListBase<E>
class SubString : Comparable<SubString>
Module Contents
SubString(target: String, from: Int = 0, to: Int = target.length)
fun charAt(index: Int): Char
fun compareTo(other: String): Int
fun compareTo(other: SubString): Int
fun endsWith(suffix: String): Boolean
fun equals(other: Any?): Boolean
fun equalsStr(other: String): Boolean
fun hashCode(): Int
fun indexOf(ch: Char, fromIndex: Int = 0): Int
fun indexOf(str: String): Int
fun indexOf(str: String, fromIndex: Int): Int
fun indexOf(source: SubString, sourceOffset: Int, sourceCount: Int, target: String, targetOffset: Int, targetCount: Int, fromIndex: Int): Int
fun lastIndexOf(ch: Char, fromIndex: Int = length - 1): Int
fun lastIndexOf(str: String): Int
fun lastIndexOf(str: String, fromIndex: Int): Int
fun lastIndexOf(source: SubString, sourceOffset: Int, sourceCount: Int, target: String, targetOffset: Int, targetCount: Int, fromIndex: Int): Int
val length: Int
fun startsWith(prefix: String, offset: Int = 0): Boolean
fun subSequence(start: Int, end: Int): SubString
fun toString(): String
open class Swing : Interpolation
open class SwingIn : Interpolation
open class SwingOut : Interpolation
interface SymbolInstance : UiComponent
open class TabNavigator : ContainerImpl, LayoutDataProvider<StackLayoutData>
Module Contents
TabNavigator(owner: Owned)
companion object Companion : StyleTag
val DEFAULT_TAB_STYLE: StyleTag
val DEFAULT_TAB_STYLE_FIRST: StyleTag
val DEFAULT_TAB_STYLE_LAST: StyleTag
protected var _currentIndex: Int
fun addTab(value: String, component: UiComponent): Unit
fun addTab(index: Int, tab: String, component: UiComponent): Unit
fun addTab(tab: String, factory: Owned.() -> UiComponent): Unit
fun addTab(index: Int, tab: String, factory: Owned.() -> UiComponent): Unit
fun addTab(tab: Button, component: UiComponent): Unit
fun addTab(tab: Button, factory: Owned.() -> UiComponent): Unit
fun addTab(index: Int, tab: Button, factory: Owned.() -> UiComponent): Unit
fun addTab(index: Int, tab: TabNavigatorTab): Unit
fun clearTabs(dispose: Boolean = false): Unit
protected val contents: GlScrollArea
open fun createLayoutData(): StackLayoutData
var currentIndex: Int
val currentIndexChanged: Signal3<TabNavigator, Int, Int>
open fun dispose(): Unit
val numTabs: Int
fun removeTab(index: Int, dispose: Boolean = true): TabNavigatorTab
fun setTabLabel(index: Int, newLabel: String): Unit
val style: TabNavigatorStyle
protected lateinit var tabBar: HorizontalLayoutContainer
protected val tabBarContainer: UiComponent
protected open fun updateLayout(explicitWidth: Float?, explicitHeight: Float?, out: Bounds): Unit
protected fun updateSelectedTab(): Unit
protected open fun updateSizeConstraints(out: SizeConstraints): Unit
val userCurrentIndexChanged: Signal4<TabNavigator, Int, Int, Cancel>
class TabNavigatorStyle : StyleBase
data class TabNavigatorTab
class TargetStyleFilter : StyleFilter
interface TextArea : TextInput
enum class TextCommand
interface TextCommander
interface TextElement : TextElementRo, Disposable
interface TextElementRo
interface TextField : UiComponent, Labelable, SelectableComponent, Styleable
class TextFlow : UiComponentImpl, TextNodeComponent, ElementParent<TextSpanElement>
class TextFlowStyle : StyleBase
interface TextInput : Focusable, SelectableComponent, Styleable, Clearable
class TextInputStyle : StyleBase
interface TextNode : TextNodeRo, Positionable
interface TextNodeComponent : TextNode, UiComponent
interface TextNodeRo : Validatable, StyleableRo, PositionableRo
interface TextSpanElement : TextSpanElementRo<TextElement>
open class TextSpanElementImpl : TextSpanElement, ElementParent<TextElement>, Styleable
interface TextSpanElementRo<out T : TextElementRo> : ElementParentRo<T>
object TextValidationFlags
interface Texture
data class TextureAtlasData
object TextureAtlasDataSerializer : To<TextureAtlasData>, From<TextureAtlasData>
interface TextureComponent : UiComponent
enum class TextureMagFilter
enum class TextureMinFilter
enum class TexturePixelFormat
enum class TexturePixelType
enum class TextureTarget
enum class TextureWrapMode
class TfChar : TextElement, Clearable
class TfCharStyle
class Theme
interface TimeDriver : Parent<UpdatableChild>, Updatable
open class TimeDriverImpl : TimeDriver, Disposable
interface TimeProvider
data class Timeline
object TimelineSerializer : From<Timeline>
class TimelineTween : TweenBase
Module Contents
TimelineTween(ease: Interpolation, delay: Float, loop: Boolean)
fun add(tween: Tween, offset: Float = 0f): Unit
fun add(index: Int, tween: Tween, offset: Float = 0f): Unit
val children: List<Tween>
val duration: Float
val durationInv: Float
val offsets: List<Float>
fun remove(tween: Tween): Boolean
fun remove(index: Int): Unit
fun stagger(tween: Tween, offset: Float = 0.25f): Unit
fun then(tween: Tween, offset: Float = 0f): Unit
var timeScale: Float
fun updateToTime(lastTime: Float, newTime: Float, apparentLastTime: Float, apparentNewTime: Float, jump: Boolean): Unit
open class TimeoutException : Throwable
interface To<in T>
class ToFro : Interpolation
object ToStringFormatter : StringFormatter<Any>
interface Toggleable : ToggleableRo, UiComponent
interface ToggleableRo : UiComponentRo
class TossScrollModelBinding : Disposable
class TossScroller : Disposable
class Touch : TouchRo, Clearable
class TouchInteraction : TouchInteractionRo, InteractionEventBase
interface TouchInteractionRo : InteractionEventRo
interface TouchRo
interface Transformable : TransformableRo, Positionable
interface TransformableRo : PositionableRo
class Tree<E : ParentRo<E>> : ContainerImpl
interface TreeItemRenderer<E : ParentRo<E>> : TreeItemRendererRo<E>, ItemRenderer<E>, Toggleable
interface TreeItemRendererRo<out E : ParentRo<E>> : ItemRendererRo<E>, ToggleableRo
open class TreeNode : Parent<TreeNode>, Observable
enum class TreeWalk
data class Tuple4<out A, out B, out C, out D>
interface Tween
abstract class TweenBase : Tween
class TweenDriver : UpdatableChildBase, Disposable
class TweenImpl : TweenBase
object TweenRegistry
interface UiComponent : UiComponentRo, Lifecycle, ColorTransformable, InteractiveElement, Styleable
open class UiComponentImpl : UiComponent
Module Contents
UiComponentImpl(owner: Owned)
protected var _bounds: Bounds
protected val _colorTint: Color
protected val _concatenatedColorTint: Color
protected val _concatenatedTransform: Matrix4
protected val _concatenatedTransformInv: Matrix4
protected var _concatenatedTransformInvIsValid: Boolean
protected var _explicitHeight: Float?
protected val _explicitSizeConstraints: SizeConstraints
protected var _explicitWidth: Float?
protected var _inheritedInteractivityMode: InteractivityMode
protected var _interactivityMode: InteractivityMode
protected var _layoutData: LayoutData?
protected val _origin: Vector3
protected val _position: Vector3
protected val _rotation: Vector3
protected val _scale: Vector3
protected val _sizeConstraints: SizeConstraints
protected val _transform: Matrix4
fun activate(): Unit
open val activated: Signal<(UiComponent) -> Unit>
fun <T : InteractionEventRo> addInteractionSignal(type: InteractionType<T>, signal: StoppableSignal<T>, isCapture: Boolean): Unit
fun <T : InteractionEventRo> addInteractionSignal(type: InteractionType<T>, signal: StoppableSignal<T>): Unit
open var alpha: Float
protected val assets: AssetManager
protected fun <T : Style> bind(style: T, calculator: StyleCalculator = CascadingStyleCalculator): T
open val bottom: Float
open val bounds: BoundsRo
open val camera: CameraRo
open var cameraOverride: CameraRo?
open var colorTint: ColorRo
open fun colorTint(r: Float, g: Float, b: Float, a: Float): Unit
open val concatenatedColorTint: ColorRo
open val concatenatedTransform: Matrix4Ro
open val concatenatedTransformInv: Matrix4Ro
open fun containsCanvasPoint(canvasX: Float, canvasY: Float): Boolean
open fun convertCoord(coord: Vector3, targetCoordSpace: TransformableRo): Vector3
open var customTransform: Matrix4Ro?
fun deactivate(): Unit
open val deactivated: Signal<(UiComponent) -> Unit>
open var defaultHeight: Float?
var defaultWidth: Float?
open fun dispose(): Unit
open val disposed: Signal<(UiComponent) -> Unit>
protected open fun draw(viewport: MinMaxRo): Unit
open val explicitHeight: Float?
open val explicitSizeConstraints: SizeConstraintsRo
open val explicitWidth: Float?
open fun <T : Any> getAttachment(key: Any): T?
open fun getChildrenUnderPoint(canvasX: Float, canvasY: Float, onlyInteractive: Boolean, returnAll: Boolean, out: MutableList<UiComponentRo>, rayCache: RayRo?): MutableList<UiComponentRo>
fun <T : InteractionEventRo> getInteractionSignal(type: InteractionType<T>): StoppableSignal<T>?
open fun <T : InteractionEventRo> getInteractionSignal(type: InteractionType<T>, isCapture: Boolean): StoppableSignal<T>?
open fun <T : StyleRo> getRulesByType(type: StyleType<T>, out: MutableList<StyleRule<T>>): Unit
open fun globalToLocal(globalCoord: Vector3): Vector3
open fun globalToLocal(ray: Ray): Ray
open fun <T : InteractionEventRo> handlesInteraction(type: InteractionType<T>): Boolean
open fun <T : InteractionEventRo> handlesInteraction(type: InteractionType<T>, isCapture: Boolean): Boolean
fun hasInteraction(): Boolean
fun <T : InteractionEventRo> hasInteraction(type: InteractionType<T>): Boolean
fun <T : InteractionEventRo> hasInteraction(type: InteractionType<T>, isCapture: Boolean): Boolean
open val height: Float
open fun height(value: Float?): Unit
var includeInLayout: Boolean
val inheritedInteractivityMode: InteractivityMode
val injector: Injector
protected val interactivity: InteractivityManager
open val interactivityEnabled: Boolean
var interactivityMode: InteractivityMode
open fun intersectsGlobalRay(globalRay: RayRo): Boolean
open fun intersectsGlobalRay(globalRay: RayRo, intersection: Vector3): Boolean
open val invalidFlags: Int
open fun invalidate(flags: Int): Int
open fun invalidateStyles(): Unit
val invalidated: Signal<(UiComponent, Int) -> Unit>
open val isActive: Boolean
fun isBoundsInViewport(viewport: MinMaxRo): Boolean
open val isDisposed: Boolean
fun isInViewport(local: MinMaxRo, viewport: MinMaxRo): Boolean
open fun isRendered(): Boolean
protected var isSimpleTranslate: Boolean
open var layoutData: LayoutData?
open fun localToGlobal(localCoord: Vector3): Vector3
open fun localToGlobal(ray: Ray): Ray
open fun localToWindow(localCoord: Vector3): Vector3
open val maxHeight: Float?
open fun maxHeight(value: Float?): Unit
open val maxWidth: Float?
open fun maxWidth(value: Float?): Unit
open val minHeight: Float?
open fun minHeight(value: Float?): Unit
open val minWidth: Float?
open fun minWidth(value: Float?): Unit
protected val mouse: MouseState
open fun mouseIsOver(): Boolean
open fun mousePosition(out: Vector2): Vector2
open fun moveTo(x: Float, y: Float, z: Float): Unit
open fun moveTo(x: Float, y: Float): Unit
open fun moveTo(value: Vector3Ro): Unit
protected open fun onActivated(): Unit
protected open fun onDeactivated(): Unit
protected open fun onInvalidated(flagsInvalidated: Int): Unit
open var originX: Float
open var originY: Float
open var originZ: Float
val owner: Owned
open var parent: ContainerRo?
open val position: Vector3Ro
open fun rayToPlane(ray: RayRo, out: Vector2): Boolean
open fun <T : Any> removeAttachment(key: Any): T?
fun <T : InteractionEventRo> removeInteractionSignal(type: InteractionType<T>): Unit
fun <T : InteractionEventRo> removeInteractionSignal(type: InteractionType<T>, isCapture: Boolean): Unit
open fun render(viewport: MinMaxRo): Unit
open val right: Float
open var rotation: Float
open var rotationX: Float
open var rotationY: Float
open var scaleX: Float
open var scaleY: Float
open var scaleZ: Float
fun setAttachment(key: Any, value: Any): Unit
open fun setOrigin(x: Float, y: Float, z: Float): Unit
open fun setOrigin(x: Float, y: Float): Unit
open fun setPosition(x: Float, y: Float, z: Float): Unit
open fun setPosition(x: Float, y: Float): Unit
open fun setPosition(value: Vector3Ro): Unit
open fun setRotation(x: Float, y: Float, z: Float): Unit
open fun setScaling(x: Float, y: Float, z: Float): Unit
open fun setScaling(x: Float, y: Float): Unit
open fun setSize(width: Float?, height: Float?): Unit
open val shouldLayout: Boolean
open val sizeConstraints: SizeConstraintsRo
open val styleParent: StyleableRo?
val styleRules: MutableList<StyleRule<*>>
val styleTags: MutableList<StyleTag>
protected val timeDriver: TimeDriver
open val transform: Matrix4Ro
protected fun unbind(style: StyleRo): Unit
protected fun unwatch(style: Style): Unit
open fun update(): Unit
protected open fun updateColorTransform(): Unit
protected open fun updateConcatenatedColorTransform(): Unit
protected open fun updateConcatenatedTransform(): Unit
protected open fun updateHierarchyAscending(): Unit
protected open fun updateHierarchyDescending(): Unit
protected open fun updateInheritedInteractivityMode(): Unit
protected open fun updateLayout(explicitWidth: Float?, explicitHeight: Float?, out: Bounds): Unit
protected open fun updateLayoutEnabled(): Unit
protected open fun updateProperties(): Unit
protected open fun updateSizeConstraints(out: SizeConstraints): Unit
protected open fun updateStyles(): Unit
protected open fun updateTransform(): Unit
open fun validate(flags: Int): Unit
protected fun validateLayout(): Unit
protected fun validateSizeConstraints(): Unit
protected var validation: ValidationTree
var visible: Boolean
protected fun <T : Style> watch(style: T, priority: Float = 0f, callback: (T) -> Unit): Unit
open val width: Float
open fun width(value: Float?): Unit
protected val window: Window
open fun windowToLocal(windowCoord: Vector2): Vector2
open var x: Float
open var y: Float
open var z: Float
interface UiComponentRo : LifecycleRo, ColorTransformableRo, InteractiveElementRo, Validatable, StyleableRo, ChildRo
object UidUtil
class UndoDispatcher : Scoped, Disposable
class UndoInteraction : UndoInteractionRo, InteractionEventBase
interface UndoInteractionRo : InteractionEventRo
interface Updatable
interface UpdatableChild : Updatable, ChildRo
abstract class UpdatableChildBase : UpdatableChild
interface UrlParams
class UrlParamsImpl : Clearable, UrlParams
data class UrlRequestData
Module Contents
UrlRequestData(url: String = "", method: String = UrlRequestMethod.GET, : Map<String, String> = HashMap(), user: String? = null, password: String? = null, formData: MultipartFormDataRo? = null, variables: UrlParams? = null, body: String? = null, timeout: Long = 0L)
var body: String?
val formData: MultipartFormDataRo?
val headers: Map<String, String>
val method: String
val password: String?
val timeout: Long
val url: String
val user: String?
var variables: UrlParams?
object UrlRequestMethod
class UsedTracker<E>
data class UserInfo
enum class VAlign
open class VDivider : ElementContainerImpl<UiComponent>
open class VScrollBar : ScrollBarBase
open class VSlider : VScrollBar
interface Validatable
object ValidationFlags
class ValidationTree
class Vector2 : Clearable, Vector2Ro
Module Contents
Vector2(other: Vector2Ro)
Vector2(x: Float = 0f, y: Float = 0f)
val X: Vector2Ro
val Y: Vector2Ro
val ZERO: Vector2Ro
fun add(v: Vector2Ro): Vector2
fun add(x: Float, y: Float): Vector2
fun angleRad(): Float
fun angleRad(reference: Vector2Ro): Float
fun clamp(min: Float, max: Float): Vector2
fun clear(): Unit
fun crs(v: Vector2Ro): Float
fun crs(x: Float, y: Float): Float
fun dot(v: Vector2Ro): Float
fun dot(ox: Float, oy: Float): Float
fun dot(x1: Float, y1: Float, x2: Float, y2: Float): Float
fun dst(v: Vector2Ro): Float
fun dst(x: Float, y: Float): Float
fun dst(x1: Float, y1: Float, x2: Float, y2: Float): Float
fun dst2(v: Vector2Ro): Float
fun dst2(x: Float, y: Float): Float
fun dst2(x1: Float, y1: Float, x2: Float, y2: Float): Float
fun epsilonEquals(other: Vector2Ro?, epsilon: Float): Boolean
fun epsilonEquals(x: Float, y: Float, epsilon: Float): Boolean
fun equals(other: Any?): Boolean
fun ext(x: Float, y: Float): Unit
fun free(): Unit
fun free(obj: Vector2): Unit
fun hasOppositeDirection(vector: Vector2Ro): Boolean
fun hasSameDirection(vector: Vector2Ro): Boolean
fun hashCode(): Int
fun interpolate(target: Vector2Ro, alpha: Float, interpolation: Interpolation): Vector2
fun isCollinear(other: Vector2Ro, epsilon: Float): Boolean
fun isCollinear(other: Vector2Ro): Boolean
fun isCollinearOpposite(other: Vector2Ro, epsilon: Float): Boolean
fun isCollinearOpposite(other: Vector2Ro): Boolean
fun isOnLine(other: Vector2Ro): Boolean
fun isOnLine(other: Vector2Ro, epsilon2: Float): Boolean
fun isPerpendicular(vector: Vector2Ro): Boolean
fun isPerpendicular(vector: Vector2Ro, epsilon: Float): Boolean
fun isUnit(): Boolean
fun isUnit(margin: Float): Boolean
fun isZero(): Boolean
fun isZero(margin2: Float): Boolean
fun len(): Float
fun len(x: Float, y: Float): Float
fun len2(): Float
fun len2(x: Float, y: Float): Float
fun lerp(target: Vector2Ro, alpha: Float): Vector2
fun lerp(x2: Float, y2: Float, alpha: Float): Vector2
fun limit(limit: Float): Vector2
fun manhattanDst(v: Vector2Ro): Float
fun mul(mat: Matrix3): Vector2
fun nor(): Vector2
fun obtain(): Vector2
fun random(): Vector2
fun rotateRad(radians: Float): Vector2
fun scl(scalar: Float): Vector2
fun scl(x: Float, y: Float): Vector2
fun scl(v: Vector2Ro): Vector2
fun set(v: Vector2Ro): Vector2
fun set(x: Float, y: Float): Vector2
fun setAngleRad(radians: Float): Vector2
fun sub(v: Vector2Ro): Vector2
fun sub(x: Float, y: Float): Vector2
var x: Float
var y: Float
interface Vector2Ro
Module Contents
abstract fun angleRad(): Float
abstract fun angleRad(reference: Vector2Ro): Float
open operator fun component1(): Float
open operator fun component2(): Float
open fun copy(x: Float = this.x, y: Float = this.y): Vector2
abstract fun dot(v: Vector2Ro): Float
abstract fun dot(ox: Float, oy: Float): Float
abstract fun dst(v: Vector2Ro): Float
abstract fun dst(x: Float, y: Float): Float
abstract fun dst2(v: Vector2Ro): Float
abstract fun dst2(x: Float, y: Float): Float
abstract fun epsilonEquals(other: Vector2Ro?, epsilon: Float): Boolean
abstract fun epsilonEquals(x: Float, y: Float, epsilon: Float): Boolean
abstract fun hasOppositeDirection(vector: Vector2Ro): Boolean
abstract fun hasSameDirection(vector: Vector2Ro): Boolean
abstract fun isCollinear(other: Vector2Ro, epsilon: Float): Boolean
abstract fun isCollinear(other: Vector2Ro): Boolean
abstract fun isCollinearOpposite(other: Vector2Ro, epsilon: Float): Boolean
abstract fun isCollinearOpposite(other: Vector2Ro): Boolean
abstract fun isOnLine(other: Vector2Ro): Boolean
abstract fun isOnLine(other: Vector2Ro, epsilon2: Float): Boolean
abstract fun isPerpendicular(vector: Vector2Ro): Boolean
abstract fun isPerpendicular(vector: Vector2Ro, epsilon: Float): Boolean
abstract fun isUnit(): Boolean
abstract fun isUnit(margin: Float): Boolean
abstract fun isZero(): Boolean
abstract fun isZero(margin2: Float): Boolean
abstract fun len(): Float
abstract fun len2(): Float
abstract fun manhattanDst(v: Vector2Ro): Float
abstract fun setAngleRad(radians: Float): Vector2
abstract val x: Float
abstract val y: Float
object Vector2Serializer : From<Vector2?>, To<Vector2Ro?>
class Vector3 : Clearable, Vector3Ro
Module Contents
Vector3(vector: Vector2Ro, z: Float)
Vector3(x: Float = 0f, y: Float = 0f, z: Float = 0f)
val NEG_X: Vector3Ro
val NEG_Y: Vector3Ro
val NEG_Z: Vector3Ro
val ONE: Vector3Ro
val X: Vector3Ro
val Y: Vector3Ro
val Z: Vector3Ro
val ZERO: Vector3Ro
fun add(vector: Vector3Ro): Vector3
fun add(x: Float, y: Float, z: Float): Vector3
fun add(values: Float): Vector3
fun clamp(min: Float, max: Float): Vector3
fun clear(): Unit
fun closeTo(other: Vector3Ro?, epsilon: Float): Boolean
fun closeTo(x: Float, y: Float, z: Float, epsilon: Float): Boolean
fun crs(vector: Vector3Ro): Vector3
fun crs(x: Float, y: Float, z: Float): Vector3
fun dot(vector: Vector3Ro): Float
fun dot(x: Float, y: Float, z: Float): Float
fun dot(x1: Float, y1: Float, z1: Float, x2: Float, y2: Float, z2: Float): Float
fun dst(vector: Vector3Ro): Float
fun dst(x: Float, y: Float, z: Float): Float
fun dst(x1: Float, y1: Float, z1: Float, x2: Float, y2: Float, z2: Float): Float
fun dst2(point: Vector3Ro): Float
fun dst2(x: Float, y: Float, z: Float): Float
fun dst2(x1: Float, y1: Float, z1: Float, x2: Float, y2: Float, z2: Float): Float
fun equals(other: Any?): Boolean
fun free(): Unit
fun free(obj: Vector3): Unit
fun hasOppositeDirection(vector: Vector3Ro): Boolean
fun hasSameDirection(vector: Vector3Ro): Boolean
fun hashCode(): Int
fun idt(vector: Vector3Ro): Boolean
fun interpolate(target: Vector3Ro, alpha: Float, interpolator: Interpolation): Vector3
fun isCollinear(other: Vector3Ro, epsilon: Float): Boolean
fun isCollinear(other: Vector3Ro): Boolean
fun isCollinearOpposite(other: Vector3Ro, epsilon: Float): Boolean
fun isCollinearOpposite(other: Vector3Ro): Boolean
fun isOnLine(other: Vector3Ro, epsilon: Float): Boolean
fun isOnLine(other: Vector3Ro): Boolean
fun isPerpendicular(vector: Vector3Ro): Boolean
fun isPerpendicular(vector: Vector3Ro, epsilon: Float): Boolean
fun isUnit(margin: Float): Boolean
fun isZero(): Boolean
fun isZero(margin: Float): Boolean
fun len(): Float
fun len(value: Float): Vector3
fun len(x: Float, y: Float, z: Float): Float
fun len2(): Float
fun len2(x: Float, y: Float, z: Float): Float
fun lerp(target: Vector3Ro, alpha: Float): Vector3
fun limit(limit: Float): Vector3
fun mul(matrix: Matrix4Ro): Vector3
fun mul(matrix: Matrix3Ro): Vector3
fun mul(quat: QuaternionRo): Vector3
fun mul4x3(matrix: List<Float>): Vector3
fun nor(): Vector3
fun obtain(): Vector3
fun random(): Vector3
fun rot(matrix: Matrix4Ro): Vector3
fun rotate(radians: Float, axisX: Float, axisY: Float, axisZ: Float): Vector3
fun rotate(radians: Float, axis: Vector3Ro): Vector3
fun scl(scalar: Float): Vector3
fun scl(other: Vector3Ro): Vector3
fun scl(vx: Float, vy: Float, vz: Float): Vector3
fun set(x: Float, y: Float, z: Float): Vector3
fun set(vector: Vector3Ro): Vector3
fun set(values: FloatArray): Vector3
fun set(vector: Vector2Ro, z: Float = 0f): Vector3
fun slerp(target: Vector3Ro, alpha: Float): Vector3
fun sub(a_vec: Vector3Ro): Vector3
fun sub(x: Float, y: Float, z: Float): Vector3
fun sub(value: Float): Vector3
fun traMul(matrix: Matrix4Ro): Vector3
fun traMul(matrix: Matrix3Ro): Vector3
fun unrotate(matrix: Matrix4Ro): Vector3
fun untransform(matrix: Matrix4Ro): Vector3
var x: Float
var y: Float
var z: Float
interface Vector3Ro
Module Contents
abstract fun closeTo(other: Vector3Ro?, epsilon: Float = 0.0001f): Boolean
abstract fun closeTo(x: Float, y: Float, z: Float, epsilon: Float = 0.0001f): Boolean
open operator fun component1(): Float
open operator fun component2(): Float
open operator fun component3(): Float
open fun copy(x: Float = this.x, y: Float = this.y, z: Float = this.z): Vector3
abstract fun dot(vector: Vector3Ro): Float
abstract fun dot(x: Float, y: Float, z: Float): Float
abstract fun dst(vector: Vector3Ro): Float
abstract fun dst(x: Float, y: Float, z: Float): Float
abstract fun dst2(point: Vector3Ro): Float
abstract fun dst2(x: Float, y: Float, z: Float): Float
abstract fun hasOppositeDirection(vector: Vector3Ro): Boolean
abstract fun hasSameDirection(vector: Vector3Ro): Boolean
abstract fun isCollinear(other: Vector3Ro, epsilon: Float): Boolean
abstract fun isCollinear(other: Vector3Ro): Boolean
abstract fun isCollinearOpposite(other: Vector3Ro, epsilon: Float): Boolean
abstract fun isCollinearOpposite(other: Vector3Ro): Boolean
abstract fun isOnLine(other: Vector3Ro, epsilon: Float): Boolean
abstract fun isOnLine(other: Vector3Ro): Boolean
abstract fun isPerpendicular(vector: Vector3Ro): Boolean
abstract fun isPerpendicular(vector: Vector3Ro, epsilon: Float): Boolean
abstract fun isUnit(margin: Float = 0.000000001f): Boolean
abstract fun isZero(): Boolean
abstract fun isZero(margin: Float): Boolean
abstract fun len(): Float
abstract fun len2(): Float
abstract val x: Float
abstract val y: Float
abstract val z: Float
object Vector3Serializer : From<Vector3?>, To<Vector3Ro?>
data class Version : Comparable<Version>
class Vertex : Clearable, VertexRo
Module Contents
Vertex(position: Vector3 = Vector3(), normal: Vector3 = Vector3(), colorTint: Color = Color.WHITE.copy(), u: Float = 0f, v: Float = 0f)
fun clear(): Unit
val colorTint: Color
fun equals(other: Any?): Boolean
fun free(): Unit
fun hashCode(): Int
val normal: Vector3
fun obtain(): Vertex
fun obtain(copy: VertexRo): Vertex
fun obtain(position: Vector2, normal: Vector3, colorTint: Color, u: Float, v: Float): Vertex
fun obtain(position: Vector3, normal: Vector3, colorTint: Color, u: Float, v: Float): Vertex
val position: Vector3
fun set(other: VertexRo): Vertex
var u: Float
var v: Float
data class VertexAttribute
object VertexAttributeUsage
abstract class VertexAttributes
interface VertexFeed
interface VertexRo
class VerticalLayout : LayoutAlgorithm<VerticalLayoutStyle, VerticalLayoutData>
open class VerticalLayoutContainer : LayoutContainerImpl<VerticalLayoutStyle, VerticalLayoutData>
class VerticalLayoutData : BasicLayoutData
open class VerticalLayoutStyle : StyleBase
interface ViewportComponent : UiComponent
class VirtualHorizontalLayout : VirtualLayoutAlgorithm<VirtualHorizontalLayoutStyle, HorizontalLayoutData>
Module Contents
VirtualHorizontalLayout()
fun createLayoutData(): HorizontalLayoutData
val direction: VirtualLayoutDirection
fun getOffset(width: Float, height: Float, element: LayoutElement, index: Int, lastIndex: Int, isReversed: Boolean, props: VirtualHorizontalLayoutStyle): Float
fun measure(explicitWidth: Float?, explicitHeight: Float?, elements: List<LayoutElement>, props: VirtualHorizontalLayoutStyle, out: Bounds): Unit
fun shouldShowRenderer(explicitWidth: Float?, explicitHeight: Float?, element: LayoutElement, props: VirtualHorizontalLayoutStyle): Boolean
fun updateLayoutEntry(explicitWidth: Float?, explicitHeight: Float?, element: LayoutElement, currentIndex: Int, startIndex: Float, lastIndex: Int, previousElement: LayoutElement?, isReversed: Boolean, props: VirtualHorizontalLayoutStyle): Unit
open class VirtualHorizontalLayoutStyle : StyleBase
interface VirtualLayoutAlgorithm<in S, out T : LayoutData> : LayoutDataProvider<T>
Module Contents
abstract val direction: VirtualLayoutDirection
abstract fun getOffset(width: Float, height: Float, element: LayoutElement, index: Int, lastIndex: Int, isReversed: Boolean, props: S): Float
open fun measure(explicitWidth: Float?, explicitHeight: Float?, elements: List<LayoutElement>, props: S, out: Bounds): Unit
abstract fun shouldShowRenderer(explicitWidth: Float?, explicitHeight: Float?, element: LayoutElement, props: S): Boolean
abstract fun updateLayoutEntry(explicitWidth: Float?, explicitHeight: Float?, element: LayoutElement, currentIndex: Int, startIndex: Float, lastIndex: Int, previousElement: LayoutElement?, isReversed: Boolean, props: S): Unit
interface VirtualLayoutContainer<S, out T : LayoutData> : Container
enum class VirtualLayoutDirection
class VirtualList<E : Any, S : Style, out T : LayoutData> : ContainerImpl, FocusContainer, ItemRendererOwner<T>, VirtualLayoutContainer<S, T>
Module Contents
VirtualList(owner: Owned, layoutAlgorithm: VirtualLayoutAlgorithm<S, T>, style: S, data: ObservableList<E?>)
VirtualList(owner: Owned, layoutAlgorithm: VirtualLayoutAlgorithm<S, T>, style: S, data: List<E?>)
VirtualList(owner: Owned, layoutAlgorithm: VirtualLayoutAlgorithm<S, T>, layoutStyle: S)
const val MAX_SKIPPED: Int
val activeItemRenderers: List<ListItemRendererRo<E>>
val activeNullRenderers: List<ListRendererRo>
val activeRenderers: List<ListRendererRo>
var bottomIndexPosition: Float?
var buffer: Float
fun createLayoutData(): T
val data: List<E?>
fun data(source: List<E?>): Unit
fun data(source: ObservableList<E?>): Unit
fun dispose(): Unit
fun emptyListRenderer(value: ItemRendererOwner<T>.() -> UiComponent): Unit
var focusOrder: Float
var indexPosition: Float?
val layoutAlgorithm: VirtualLayoutAlgorithm<S, T>
val layoutStyle: S
var maxItems: Int
fun nullRendererFactory(value: ItemRendererOwner<T>.() -> ListRenderer): Unit
fun rendererFactory(value: ItemRendererOwner<T>.() -> ListItemRenderer<E>): Unit
val selection: Selection<E>
protected fun updateLayout(explicitWidth: Float?, explicitHeight: Float?, out: Bounds): Unit
val visibleBottomPosition: Float
val visiblePosition: Float
class VirtualListSelection<E : Any> : SelectionBase<E>
class VirtualVerticalLayout : VirtualLayoutAlgorithm<VirtualVerticalLayoutStyle, VerticalLayoutData>
Module Contents
VirtualVerticalLayout()
fun createLayoutData(): VerticalLayoutData
val direction: VirtualLayoutDirection
fun getOffset(width: Float, height: Float, element: LayoutElement, index: Int, lastIndex: Int, isReversed: Boolean, props: VirtualVerticalLayoutStyle): Float
fun measure(explicitWidth: Float?, explicitHeight: Float?, elements: List<LayoutElement>, props: VirtualVerticalLayoutStyle, out: Bounds): Unit
fun shouldShowRenderer(explicitWidth: Float?, explicitHeight: Float?, element: LayoutElement, props: VirtualVerticalLayoutStyle): Boolean
fun updateLayoutEntry(explicitWidth: Float?, explicitHeight: Float?, element: LayoutElement, currentIndex: Int, startIndex: Float, lastIndex: Int, previousElement: LayoutElement?, isReversed: Boolean, props: VirtualVerticalLayoutStyle): Unit
open class VirtualVerticalLayoutStyle : StyleBase
open class WatchedElementsActiveList<E : Observable> : ActiveList<E>
class WheelInteraction : MouseInteraction, WheelInteractionRo
interface WheelInteractionRo : MouseInteractionRo
enum class WhichButton
interface Window : Disposable
data class WindowConfig
open class WindowPanel : ElementContainerImpl<UiComponent>, Labelable, Closeable, LayoutDataProvider<StackLayoutData>
class WindowPanelStyle : StyleBase
typealias Work<R> = suspend () -> R
class WrappedArrayBuffer<T> : BufferBase<T>, ReadWriteBuffer<T>
open class WrappedGl20 : Gl20
Module Contents
WrappedGl20(wrapped: Gl20, before: () -> Unit, after: () -> Unit)
open fun activeTexture(texture: Int): Unit
open fun attachShader(program: GlProgramRef, shader: GlShaderRef): Unit
open fun bindAttribLocation(program: GlProgramRef, index: Int, name: String): Unit
open fun bindBuffer(target: Int, buffer: GlBufferRef?): Unit
open fun bindFramebuffer(target: Int, framebuffer: GlFramebufferRef?): Unit
open fun bindRenderbuffer(target: Int, renderbuffer: GlRenderbufferRef?): Unit
open fun bindTexture(target: Int, texture: GlTextureRef?): Unit
open fun blendColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun blendEquation(mode: Int): Unit
open fun blendEquationSeparate(modeRGB: Int, modeAlpha: Int): Unit
open fun blendFunc(sfactor: Int, dfactor: Int): Unit
open fun blendFuncSeparate(srcRGB: Int, dstRGB: Int, srcAlpha: Int, dstAlpha: Int): Unit
open fun bufferData(target: Int, size: Int, usage: Int): Unit
open fun bufferDatabv(target: Int, data: NativeBuffer<Byte>, usage: Int): Unit
open fun bufferDatafv(target: Int, data: NativeBuffer<Float>, usage: Int): Unit
open fun bufferDatasv(target: Int, data: NativeBuffer<Short>, usage: Int): Unit
open fun bufferSubDatafv(target: Int, offset: Int, data: NativeBuffer<Float>): Unit
open fun bufferSubDatasv(target: Int, offset: Int, data: NativeBuffer<Short>): Unit
open fun checkFramebufferStatus(target: Int): Int
open fun clear(mask: Int): Unit
open fun clearColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun clearColor(color: ColorRo): Unit
open fun clearDepth(depth: Float): Unit
open fun clearStencil(s: Int): Unit
open fun colorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit
open fun compileShader(shader: GlShaderRef): Unit
open fun copyTexImage2D(target: Int, level: Int, internalFormat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit
open fun copyTexSubImage2D(target: Int, level: Int, xOffset: Int, yOffset: Int, x: Int, y: Int, width: Int, height: Int): Unit
open fun createBuffer(): GlBufferRef
open fun createFramebuffer(): GlFramebufferRef
open fun createProgram(): GlProgramRef
open fun createRenderbuffer(): GlRenderbufferRef
open fun createShader(type: Int): GlShaderRef
open fun createTexture(): GlTextureRef
open fun cullFace(mode: Int): Unit
open fun deleteBuffer(buffer: GlBufferRef): Unit
open fun deleteFramebuffer(framebuffer: GlFramebufferRef): Unit
open fun deleteProgram(program: GlProgramRef): Unit
open fun deleteRenderbuffer(renderbuffer: GlRenderbufferRef): Unit
open fun deleteShader(shader: GlShaderRef): Unit
open fun deleteTexture(texture: GlTextureRef): Unit
open fun depthFunc(func: Int): Unit
open fun depthMask(flag: Boolean): Unit
open fun depthRange(zNear: Float, zFar: Float): Unit
open fun detachShader(program: GlProgramRef, shader: GlShaderRef): Unit
open fun disable(cap: Int): Unit
open fun disableVertexAttribArray(index: Int): Unit
open fun drawArrays(mode: Int, first: Int, count: Int): Unit
open fun drawElements(mode: Int, count: Int, type: Int, offset: Int): Unit
open fun enable(cap: Int): Unit
open fun enableVertexAttribArray(index: Int): Unit
open fun finish(): Unit
open fun flush(): Unit
open fun framebufferRenderbuffer(target: Int, attachment: Int, renderbufferTarget: Int, renderbuffer: GlRenderbufferRef): Unit
open fun framebufferTexture2D(target: Int, attachment: Int, textureTarget: Int, texture: GlTextureRef, level: Int): Unit
open fun frontFace(mode: Int): Unit
open fun generateMipmap(target: Int): Unit
open fun getActiveAttrib(program: GlProgramRef, index: Int): GlActiveInfoRef
open fun getActiveUniform(program: GlProgramRef, index: Int): GlActiveInfoRef
open fun getAttachedShaders(program: GlProgramRef): Array<GlShaderRef>
open fun getAttribLocation(program: GlProgramRef, name: String): Int
open fun getBufferParameter(target: Int, pName: Int): Int
open fun getError(): Int
open fun getFramebufferAttachmentParameteri(target: Int, attachment: Int, pName: Int): Int
open fun getParameterb(pName: Int): Boolean
open fun getParameteri(pName: Int): Int
open fun getProgramInfoLog(program: GlProgramRef): String?
open fun getProgramParameterb(program: GlProgramRef, pName: Int): Boolean
open fun getProgramParameteri(program: GlProgramRef, pName: Int): Int
open fun getRenderbufferParameter(target: Int, pName: Int): Int
open fun getShaderInfoLog(shader: GlShaderRef): String?
open fun getShaderParameterb(shader: GlShaderRef, pName: Int): Boolean
open fun getShaderParameteri(shader: GlShaderRef, pName: Int): Int
open fun getSupportedExtensions(): List<String>
open fun getTexParameter(target: Int, pName: Int): Int
open fun getUniformLocation(program: GlProgramRef, name: String): GlUniformLocationRef?
open fun getUniformb(program: GlProgramRef, location: GlUniformLocationRef): Boolean
open fun getUniformf(program: GlProgramRef, location: GlUniformLocationRef): Float
open fun getUniformi(program: GlProgramRef, location: GlUniformLocationRef): Int
open fun getVertexAttribb(index: Int, pName: Int): Boolean
open fun getVertexAttribi(index: Int, pName: Int): Int
open fun hint(target: Int, mode: Int): Unit
open fun isBuffer(buffer: GlBufferRef): Boolean
open fun isEnabled(cap: Int): Boolean
open fun isFramebuffer(framebuffer: GlFramebufferRef): Boolean
open fun isProgram(program: GlProgramRef): Boolean
open fun isRenderbuffer(renderbuffer: GlRenderbufferRef): Boolean
open fun isShader(shader: GlShaderRef): Boolean
open fun isTexture(texture: GlTextureRef): Boolean
open fun lineWidth(width: Float): Unit
open fun linkProgram(program: GlProgramRef): Unit
open fun pixelStorei(pName: Int, param: Int): Unit
open fun polygonOffset(factor: Float, units: Float): Unit
open fun readPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: NativeBuffer<Byte>): Unit
open fun renderbufferStorage(target: Int, internalFormat: Int, width: Int, height: Int): Unit
open fun sampleCoverage(value: Float, invert: Boolean): Unit
open fun scissor(x: Int, y: Int, width: Int, height: Int): Unit
open fun shaderSource(shader: GlShaderRef, source: String): Unit
open fun stencilFunc(func: Int, ref: Int, mask: Int): Unit
open fun stencilFuncSeparate(face: Int, func: Int, ref: Int, mask: Int): Unit
open fun stencilMask(mask: Int): Unit
open fun stencilMaskSeparate(face: Int, mask: Int): Unit
open fun stencilOp(fail: Int, zfail: Int, zpass: Int): Unit
open fun stencilOpSeparate(face: Int, fail: Int, zfail: Int, zpass: Int): Unit
open fun texImage2D(target: Int, level: Int, internalFormat: Int, format: Int, type: Int, texture: Texture): Unit
open fun texImage2Db(target: Int, level: Int, internalFormat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: NativeBuffer<Byte>?): Unit
open fun texImage2Df(target: Int, level: Int, internalFormat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: NativeBuffer<Float>?): Unit
open fun texParameterf(target: Int, pName: Int, param: Float): Unit
open fun texParameteri(target: Int, pName: Int, param: Int): Unit
open fun texSubImage2D(target: Int, level: Int, xOffset: Int, yOffset: Int, format: Int, type: Int, texture: Texture): Unit
open fun uniform1f(location: GlUniformLocationRef, x: Float): Unit
open fun uniform1fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
open fun uniform1i(location: GlUniformLocationRef, x: Int): Unit
open fun uniform1iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
open fun uniform2f(location: GlUniformLocationRef, x: Float, y: Float): Unit
open fun uniform2fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
open fun uniform2i(location: GlUniformLocationRef, x: Int, y: Int): Unit
open fun uniform2iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
open fun uniform3f(location: GlUniformLocationRef, x: Float, y: Float, z: Float): Unit
open fun uniform3fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
open fun uniform3i(location: GlUniformLocationRef, x: Int, y: Int, z: Int): Unit
open fun uniform3iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
open fun uniform4f(location: GlUniformLocationRef, x: Float, y: Float, z: Float, w: Float): Unit
open fun uniform4fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
open fun uniform4i(location: GlUniformLocationRef, x: Int, y: Int, z: Int, w: Int): Unit
open fun uniform4iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
open fun uniformMatrix2fv(location: GlUniformLocationRef, transpose: Boolean, value: NativeBuffer<Float>): Unit
open fun uniformMatrix3fv(location: GlUniformLocationRef, transpose: Boolean, value: NativeBuffer<Float>): Unit
open fun uniformMatrix4fv(location: GlUniformLocationRef, transpose: Boolean, value: NativeBuffer<Float>): Unit
open fun useProgram(program: GlProgramRef?): Unit
open fun validateProgram(program: GlProgramRef): Unit
open fun vertexAttrib1f(index: Int, x: Float): Unit
open fun vertexAttrib1fv(index: Int, values: NativeBuffer<Float>): Unit
open fun vertexAttrib2f(index: Int, x: Float, y: Float): Unit
open fun vertexAttrib2fv(index: Int, values: NativeBuffer<Float>): Unit
open fun vertexAttrib3f(index: Int, x: Float, y: Float, z: Float): Unit
open fun vertexAttrib3fv(index: Int, values: NativeBuffer<Float>): Unit
open fun vertexAttrib4f(index: Int, x: Float, y: Float, z: Float, w: Float): Unit
open fun vertexAttrib4fv(index: Int, values: NativeBuffer<Float>): Unit
open fun vertexAttribPointer(index: Int, size: Int, type: Int, normalized: Boolean, stride: Int, offset: Int): Unit
open fun viewport(x: Int, y: Int, width: Int, height: Int): Unit
protected val wrapped: Gl20
interface WriteBuffer<in T> : Buffer
interface Writer
class XmlNode : Reader
object XmlSerializer : Serializer<String>
class XmlWriter : Writer
class YoYo : Interpolation
kotlin.Array
kotlin.Array
kotlin.Boolean
kotlin.Char
kotlin.CharSequence
kotlin.Double
kotlin.Float
kotlin.Float
kotlin.FloatArray
kotlin.Int
kotlin.Number
kotlin.Pair
kotlin.String
kotlin.String
kotlin.Triple
kotlin.collections.Collection
kotlin.collections.Iterable
kotlin.collections.Iterator
kotlin.collections.List
kotlin.collections.List
kotlin.collections.List
Module Contents
infix fun <T> List<T>.concat(other: List<T>): List<T>
fun <E> List<E>.copy(): MutableList<E>
inline fun <E> List<E>.count2(startIndex: Int = 0, lastIndex: Int = this.lastIndex, predicate: (E) -> Boolean): Int
inline fun <E, C : MutableCollection<in E>> List<E>.filterTo2(destination: C, predicate: (E) -> Boolean): C
inline fun <E> List<E>.find2(startIndex: Int = 0, predicate: (E) -> Boolean): E?
inline fun <E> List<E>.first2(startIndex: Int = 0, predicate: (E) -> Boolean): E?
inline fun <E> List<E>.firstOrNull2(startIndex: Int = 0, predicate: (E) -> Boolean): E?
inline fun <E> List<E>.forEach2(action: (E) -> Unit): Unit
inline fun <E> List<E>.forEachReversed2(action: (E) -> Unit): Unit
inline fun <E> List<E>.indexOfFirst2(startIndex: Int = 0, lastIndex: Int = this.lastIndex, predicate: (E) -> Boolean): Int
inline fun <E> List<E>.indexOfLast2(lastIndex: Int = this.lastIndex, startIndex: Int = 0, predicate: (E) -> Boolean): Int
fun <E : Comparable<E>> List<E>.isReverseSorted(): Boolean
fun <E : Comparable<E>> List<E>.isSorted(): Boolean
fun <T> List<T>.peek(): T?
fun <E> List<E>.replaceAt(index: Int, newValue: E): List<E>
fun <E> List<E>.replaceFirstWhere(newValue: E, predicate: (E) -> Boolean): List<E>
fun <E> List<E>.replaceRange(startIndex: Int, endIndex: Int = startIndex, newElements: List<E>): List<E>
fun <E : Comparable<E>> List<E>.sortedInsertionIndex(element: E, fromIndex: Int = 0, toIndex: Int = size, matchForwards: Boolean = true): Int
fun <K, E> List<E>.sortedInsertionIndex(element: K, fromIndex: Int = 0, toIndex: Int = size, matchForwards: Boolean = true, comparator: (K, E) -> Int): Int
fun <E> List<E>.subList(size: Int): List<E>
fun List<Float>.sum2(): Float
inline fun <E> List<E>.sumBy2(selector: (E) -> Int): Int
inline fun <E> List<E>.sumByFloat2(selector: (E) -> Float): Float
kotlin.collections.Map
kotlin.collections.Map
Module Contents
fun <K, V> Map<K, V>.containsAllKeys(keys: Array<K>): Boolean
fun <K, V> Map<K, V>.copy(): MutableMap<K, V>
inline fun <K, V, K2, V2> Map<K, V>.mapTo(other: MutableMap<K2, V2> = HashMap(), transform: (key: K, value: V) -> Pair<K2, V2>): MutableMap<K2, V2>
fun <K, V> Map<K, V?>.toNotNull(): MutableMap<K, V>
kotlin.collections.MutableList
package com.acornui
package com.acornui.action
package com.acornui.async
Module Contents
class BasicContinuationImpl : Continuation<Unit>
interface CancelableDeferred<out T> : Deferred<T>
open class CancellationException : Throwable
interface Deferred<out T>
class LateValue<T> : Promise<T>
class NonDeferred<out T> : Deferred<T>
object PendingDisposablesRegistry
open class Promise<T> : Deferred<T>
open class TimeoutException : Throwable
typealias Work<R> = suspend () -> R
fun <T> async(work: Work<T>): Deferred<T>
suspend fun <T> Deferred<T>.awaitOrNull(): T?
infix fun <T> Deferred<T>.catch(callback: (Throwable) -> Unit): Deferred<T>
kotlin.collections.List
kotlin.collections.Map
fun launch(block: suspend () -> Unit): Unit
fun <T> Deferred<T>.resultOrNull(): T?
infix fun <T> Deferred<T>.then(callback: (result: T) -> Unit): Deferred<T>
infix fun <A, B> Deferred<Pair<A, B>>.then(callback: (result: A, B) -> Unit): Deferred<Pair<A, B>>
infix fun <A, B, C> Deferred<Triple<A, B, C>>.then(callback: (result: A, B, C) -> Unit): Deferred<Triple<A, B, C>>
infix fun <A, B, C, D> Deferred<Tuple4<A, B, C, D>>.then(callback: (result: A, B, C, D) -> Unit): Deferred<Tuple4<A, B, C, D>>
package com.acornui.browser
package com.acornui.collection
Module Contents
open class ActiveList<E> : Clearable, MutableObservableList<E>, Disposable
open class ArrayIterator<E> : Clearable, ListIterator<E>, Iterable<E>
inline fun <E> ArrayList(size: Int, factory: (index: Int) -> E): ArrayList<E>
class BinaryHeap<T : BinaryHeapNode> : Clearable
open class BinaryHeapNode
interface Clearable
open class ClearableObjectPool<T : Clearable> : ObjectPool<T>
class ConcatList<out E> : ListBase<E>
interface ConcurrentList<out E> : List<E>
class ConcurrentListImpl<E> : MutableListBase<E>, MutableConcurrentList<E>
interface ConcurrentListIterator<out E> : Clearable, ListIterator<E>, Iterable<E>, Disposable
fun <E> ConcurrentListIteratorImpl(list: ObservableList<E>): ConcurrentListIterator<E>
open class ConcurrentListIteratorImpl<out E> : ConcurrentListIterator<E>
class DualHashMap<J, K, V> : Clearable
class Entry<T> : Clearable
typealias Filter<E> = (E) -> Boolean
class LimitedPoolImpl<T : Clearable> : Pool<T>
class LinkedList<T> : Iterable<T>, Clearable
abstract class ListBase<out E> : List<E>
open class ListIteratorImpl<out E> : Clearable, ListIterator<E>, Iterable<E>
class ListTransform<E, R> : ListBase<R>
class ListView<E> : ObservableList<E>, Disposable
interface MutableConcurrentList<E> : ConcurrentList<E>, MutableList<E>
interface MutableConcurrentListIterator<E> : ConcurrentListIterator<E>, MutableListIterator<E>, MutableIterable<E>
fun <E> MutableConcurrentListIteratorImpl(list: MutableObservableList<E>): MutableConcurrentListIterator<E>
open class MutableConcurrentListIteratorImpl<E> : ConcurrentListIteratorImpl<E>, MutableConcurrentListIterator<E>
abstract class MutableListBase<E> : ListBase<E>, Clearable, MutableList<E>
open class MutableListIteratorImpl<E> : ListIteratorImpl<E>, MutableListIterator<E>
interface MutableObservableList<E> : ObservableList<E>, MutableConcurrentList<E>
class MutableSubList<E> : MutableListBase<E>
open class ObjectPool<T> : Pool<T>
class ObservableConcatList<out E> : ListBase<E>, ObservableList<E>, Disposable
interface ObservableList<out E> : ConcurrentList<E>, Bindable
class ObservableListMapping<E, V> : ListBase<V>, List<V>, Disposable
interface Pool<T>
class QuadTree<K : Comparable<K>, V> : Clearable
Module Contents
QuadTree()
fun add(value: V, x: K, y: K): Unit
fun clear(): Unit
fun contains(value: V, x: K, y: K): Boolean
fun isEmpty(): Boolean
fun isNotEmpty(): Boolean
fun iterate(xMin: K, yMin: K, xMax: K, yMax: K, inner: (V) -> Boolean): Unit
fun iterate(inner: (V) -> Boolean): Unit
fun remove(value: V, x: K, y: K): Boolean
fun update(value: V, oldX: K, oldY: K, newX: K, newY: K): Unit
typealias SortComparator<E> = (o1: E, o2: E) -> Int
class SubList<E> : ListBase<E>
data class Tuple4<out A, out B, out C, out D>
open class WatchedElementsActiveList<E : Observable> : ActiveList<E>
fun <E> activeListOf(vararg elements: E): ActiveList<E>
fun <E> arrayCopy(src: Array<out E>, srcPos: Int, dest: Array<E>, destPos: Int = 0, length: Int = src.size): Unit
fun arrayCopy(src: FloatArray, srcPos: Int, dest: FloatArray, destPos: Int = 0, length: Int = src.size): Unit
fun arrayCopy(src: IntArray, srcPos: Int, dest: IntArray, destPos: Int = 0, length: Int = src.size): Unit
fun <E> arrayCopy(src: List<E>, srcPos: Int, dest: MutableList<E>, destPos: Int = 0, length: Int = src.size): Unit
fun <E> arrayList2(array: Array<E>): ArrayList<E>
fun <E> arrayListObtain(): MutableList<E>
val arrayListPool: ObjectPool<MutableList<*>>
fun <E> ObservableList<E>.assertUnique(): Unit
fun <E> ObservableList<E>.bindUniqueAssertion(): Unit
fun <T : Disposable> Pool<T>.clear(dispose: Boolean): Unit
infix fun <T> ObservableList<T>.concat(other: ObservableList<T>): ObservableList<T>
fun <T : Disposable> Pool<T>.disposeAndClear(): Unit
kotlin.Array
kotlin.FloatArray
kotlin.Pair
kotlin.Triple
kotlin.collections.Collection
kotlin.collections.Iterable
kotlin.collections.Iterator
kotlin.collections.List
Module Contents
infix fun <T> List<T>.concat(other: List<T>): List<T>
fun <E> List<E>.copy(): MutableList<E>
inline fun <E> List<E>.count2(startIndex: Int = 0, lastIndex: Int = this.lastIndex, predicate: (E) -> Boolean): Int
inline fun <E, C : MutableCollection<in E>> List<E>.filterTo2(destination: C, predicate: (E) -> Boolean): C
inline fun <E> List<E>.find2(startIndex: Int = 0, predicate: (E) -> Boolean): E?
inline fun <E> List<E>.first2(startIndex: Int = 0, predicate: (E) -> Boolean): E?
inline fun <E> List<E>.firstOrNull2(startIndex: Int = 0, predicate: (E) -> Boolean): E?
inline fun <E> List<E>.forEach2(action: (E) -> Unit): Unit
inline fun <E> List<E>.forEachReversed2(action: (E) -> Unit): Unit
inline fun <E> List<E>.indexOfFirst2(startIndex: Int = 0, lastIndex: Int = this.lastIndex, predicate: (E) -> Boolean): Int
inline fun <E> List<E>.indexOfLast2(lastIndex: Int = this.lastIndex, startIndex: Int = 0, predicate: (E) -> Boolean): Int
fun <E : Comparable<E>> List<E>.isReverseSorted(): Boolean
fun <E : Comparable<E>> List<E>.isSorted(): Boolean
fun <T> List<T>.peek(): T?
fun <E> List<E>.replaceAt(index: Int, newValue: E): List<E>
fun <E> List<E>.replaceFirstWhere(newValue: E, predicate: (E) -> Boolean): List<E>
fun <E> List<E>.replaceRange(startIndex: Int, endIndex: Int = startIndex, newElements: List<E>): List<E>
fun <E : Comparable<E>> List<E>.sortedInsertionIndex(element: E, fromIndex: Int = 0, toIndex: Int = size, matchForwards: Boolean = true): Int
fun <K, E> List<E>.sortedInsertionIndex(element: K, fromIndex: Int = 0, toIndex: Int = size, matchForwards: Boolean = true, comparator: (K, E) -> Int): Int
fun <E> List<E>.subList(size: Int): List<E>
fun List<Float>.sum2(): Float
inline fun <E> List<E>.sumBy2(selector: (E) -> Int): Int
inline fun <E> List<E>.sumByFloat2(selector: (E) -> Float): Float
kotlin.collections.Map
Module Contents
fun <K, V> Map<K, V>.containsAllKeys(keys: Array<K>): Boolean
fun <K, V> Map<K, V>.copy(): MutableMap<K, V>
inline fun <K, V, K2, V2> Map<K, V>.mapTo(other: MutableMap<K2, V2> = HashMap(), transform: (key: K, value: V) -> Pair<K2, V2>): MutableMap<K2, V2>
fun <K, V> Map<K, V?>.toNotNull(): MutableMap<K, V>
kotlin.collections.MutableList
inline fun <reified T : Clearable> limitedPool(size: Int, noinline create: () -> T): LimitedPoolImpl<T>
val mapPool: ObjectPool<MutableMap<*, *>>
fun <E : Comparable<E>> ListView<E>.sort(): Unit
fun <A, B, C> tuple(first: A, second: B, third: C): Triple<A, B, C>
fun <A, B, C, D> tuple(first: A, second: B, third: C, fourth: D): Tuple4<A, B, C, D>
infix fun <A, B> A.tuple(second: B): Pair<A, B>
package com.acornui.component
Module Contents
interface AttachmentHolder
data class BorderColors : BorderColorsRo
interface BorderColorsRo
object BorderColorsSerializer : To<BorderColorsRo>, From<BorderColors>
open class BoxStyle : StyleBase
object BoxStyleSerializer : To<BoxStyle>, From<BoxStyle>
open class Button : ElementContainerImpl<UiComponent>, Labelable, Toggleable, Focusable
enum class ButtonState
open class ButtonStyle : StyleBase
interface CameraElement : CameraElementRo, Transformable
interface CameraElementRo : TransformableRo
open class Checkbox : Button
interface Closeable
open class CollapseButton : Button
class ColorPalette : ContainerImpl
class ColorPaletteStyle : StyleBase
open class ColorPicker : ContainerImpl, Focusable
class ColorPickerStyle : StyleBase
open class ColorPickerWithText : HorizontalLayoutContainer
data class ColorStop : ColorStopRo
interface ColorStopRo
object ColorStopSerializer : To<ColorStopRo>, From<ColorStop>
interface ColorTransformable : ColorTransformableRo
interface ColorTransformableRo
@DslMarker @Target([AnnotationTarget.CLASS, AnnotationTarget.TYPE]) annotation class ComponentDslMarker
typealias ComponentInit<T> = T.() -> Unit
interface Container : UiComponent, ContainerRo
open class ContainerImpl : UiComponentImpl, Container
Module Contents
ContainerImpl(owner: Owned)
protected val _children: ConcurrentListImpl<UiComponent>
protected fun <T : UiComponent> addChild(child: T): T
protected fun <T : UiComponent> addChild(index: Int, child: T): T
protected fun addChildAfter(child: UiComponent, after: UiComponent): Int
protected fun addChildBefore(child: UiComponent, before: UiComponent): Int
protected fun <T : UiComponent> addOptionalChild(child: T?): T?
protected fun <T : UiComponent> addOptionalChild(index: Int, child: T?): T?
protected var bubblingFlags: Int
protected var cascadingFlags: Int
protected open fun childDisposedHandler(child: UiComponent): Unit
protected open fun childInvalidatedHandler(child: UiComponentRo, flagsInvalidated: Int): Unit
open val children: List<UiComponentRo>
protected fun clearChildren(dispose: Boolean = true): Unit
protected fun <T : UiComponent> createSlot(): ReadWriteProperty<Any?, T?>
open fun dispose(): Unit
protected open fun draw(viewport: MinMaxRo): Unit
open fun getChildrenUnderPoint(canvasX: Float, canvasY: Float, onlyInteractive: Boolean, returnAll: Boolean, out: MutableList<UiComponentRo>, rayCache: RayRo?): MutableList<UiComponentRo>
protected var layoutInvalidatingFlags: Int
protected open fun onActivated(): Unit
protected open fun onDeactivated(): Unit
protected open fun onInvalidated(flagsInvalidated: Int): Unit
protected fun removeChild(child: UiComponent?): Boolean
protected fun removeChild(index: Int): UiComponent
open fun update(): Unit
interface ContainerRo : UiComponentRo, ParentRo<UiComponentRo>
open class DefaultTreeItemRenderer<E : ParentRo<E>> : ContainerImpl, TreeItemRenderer<E>
open class DefaultTreeItemRendererStyle : StyleBase
class DividerStyle : StyleBase
interface ElementContainer<T : UiComponent> : ElementContainerRo<T>, ElementParent<T>, UiComponent
open class ElementContainerImpl<T : UiComponent> : ContainerImpl, ElementContainer<T>, Container
interface ElementContainerRo<out T : UiComponentRo> : ContainerRo, ElementParentRo<T>
interface ElementParent<T> : ElementParentRo<T>
interface ElementParentRo<out T>
class GlFilter : StackLayoutContainer
open class GlRect : ContainerImpl, Rect
open class GlScrollArea : ElementContainerImpl<UiComponent>, ScrollArea
class GlScrollRect : ElementContainerImpl<UiComponent>, ScrollRect
open class GlStageImpl : Stage, ElementContainerImpl<UiComponent>, FocusContainer, Focusable
open class GlTextureComponent : UiComponentImpl, TextureComponent
Module Contents
GlTextureComponent(owner: Owned, path: String)
GlTextureComponent(owner: Owned, texture: Texture)
GlTextureComponent(owner: Owned)
protected open fun _setTexture(value: Texture?): Unit
open var blendMode: BlendMode
open fun dispose(): Unit
protected open fun draw(viewport: MinMaxRo): Unit
open var isRotated: Boolean
protected open fun onActivated(): Unit
protected open fun onDeactivated(): Unit
var path: String?
open fun setRegion(x: Float, y: Float, width: Float, height: Float): Unit
open fun setUv(u: Float, v: Float, u2: Float, v2: Float): Unit
open var texture: Texture?
protected open fun updateLayout(explicitWidth: Float?, explicitHeight: Float?, out: Bounds): Unit
enum class GradientDirection
open class HDivider : ElementContainerImpl<UiComponent>
open class HeadingGroup : ElementContainerImpl<UiComponent>, Labelable, LayoutDataProvider<StackLayoutData>
open class HeadingGroupStyle : StyleBase
interface HtmlComponent : UiComponent
class IconButton : Button
open class IconButtonSkinPart : ElementContainerImpl<UiComponent>, Labelable
Module Contents
IconButtonSkinPart(owner: Owned, texture: UiComponent, padding: PadRo = Pad(5f, 5f, 5f, 5f), hGap: Float = 5f, vAlign: VAlign = VAlign.MIDDLE)
open var label: String
protected open fun onElementAdded(index: Int, element: UiComponent): Unit
protected open fun onElementRemoved(index: Int, element: UiComponent): Unit
protected open fun updateLayout(explicitWidth: Float?, explicitHeight: Float?, out: Bounds): Unit
protected open fun updateSizeConstraints(out: SizeConstraints): Unit
open class Image : ScaleBoxLayoutContainer
interface InteractiveElement : InteractiveElementRo, LayoutElement, CameraElement
interface InteractiveElementRo : LayoutElementRo, CameraElementRo, AttachmentHolder, Owned
enum class InteractivityMode
interface ItemRenderer<E> : ItemRendererRo<E>
interface ItemRendererRo<out E>
interface Labelable : LabelableRo, UiComponent
interface LabelableRo : UiComponentRo
fun LinearGradient(direction: GradientDirection, vararg colors: ColorRo): LinearGradient
fun LinearGradient(direction: GradientDirection, vararg colorStops: ColorStopRo): LinearGradient
fun LinearGradient(angle: Float, vararg colorStops: ColorStopRo): LinearGradient
data class LinearGradient : LinearGradientRo
interface LinearGradientRo
object LinearGradientSerializer : To<LinearGradientRo>, From<LinearGradient>
class NinePatchComponent : ContainerImpl
Module Contents
NinePatchComponent(owner: Owned)
var blendMode: BlendMode
fun isRotated(): Boolean
fun naturalHeight(): Float
fun naturalWidth(): Float
var path: String?
fun setRegion(region: Rectangle, isRotated: Boolean): Unit
fun setRegion(region: IntRectangleRo, isRotated: Boolean): Unit
fun setRegion(x: Float, y: Float, width: Float, height: Float, isRotated: Boolean): Unit
fun split(splitLeft: Int, splitTop: Int, splitRight: Int, splitBottom: Int): Unit
fun split(splitLeft: Float, splitTop: Float, splitRight: Float, splitBottom: Float): Unit
val splitBottom: Float
val splitLeft: Float
val splitRight: Float
val splitTop: Float
var texture: Texture?
protected fun updateLayout(explicitWidth: Float?, explicitHeight: Float?, out: Bounds): Unit
protected fun updateProperties(): Unit
protected fun updateSizeConstraints(out: SizeConstraints): Unit
class NullRenderer : ContainerImpl, ListRenderer
class NullRendererStyle : StyleBase
class NumericStepper : ElementContainerImpl<UiComponent>
class NumericStepperStyle : StyleBase
open class OptionsList<E : Any> : ContainerImpl, Clearable, FocusContainer
class OptionsListStyle : StyleBase
open class Panel : ElementContainerImpl<UiComponent>, Closeable, LayoutDataProvider<StackLayoutData>
open class PanelStyle : StyleBase
class ProgressBarRect : ContainerImpl
class ProgressBarRectStyle : StyleBase
open class RadioButton<out T> : Button
class RadioGroup<T> : Disposable
interface Rect : UiComponent
interface RowBackground : UiComponent, Toggleable
class RowBackgroundImpl : ContainerImpl, RowBackground
class RowBackgroundStyle : StyleBase
class Rule : ElementContainerImpl<UiComponent>
class RuleStyle : BoxStyle
object RuleStyleSerializer : To<RuleStyle>, From<RuleStyle>
class ScrollRectStyle : StyleBase
class SimpleItemRenderer<E : Any> : ContainerImpl, ListItemRenderer<E>
class SimpleItemRendererStyle : StyleBase
class Sprite
Module Contents
Sprite()
var blendMode: BlendMode
fun draw(glState: GlState, colorTint: ColorRo): Unit
var isRotated: Boolean
val naturalHeight: Float
val naturalWidth: Float
var premultipliedAlpha: Boolean
fun setRegion(bounds: Rectangle): Unit
fun setRegion(bounds: IntRectangleRo): Unit
fun setRegion(x: Float, y: Float, width: Float, height: Float): Unit
fun setUv(u: Float, v: Float, u2: Float, v2: Float): Unit
var texture: Texture?
fun updateUv(): Unit
fun updateVertices(width: Float, height: Float, x: Float = 0f, y: Float = 0f, z: Float = 0f, rotation: Float = 0f, originX: Float = 0f, originY: Float = 0f): Unit
fun updateWorldVertices(worldTransform: Matrix4Ro, width: Float, height: Float, x: Float = 0f, y: Float = 0f, z: Float = 0f, rotation: Float = 0f, originX: Float = 0f, originY: Float = 0f): Unit
class StackLayout : LayoutAlgorithm<StackLayoutStyle, StackLayoutData>
open class StackLayoutContainer : LayoutContainerImpl<StackLayoutStyle, StackLayoutData>
open class StackLayoutData : BasicLayoutData
open class StackLayoutStyle : StyleBase
interface Stage : ElementContainer<UiComponent>, StageRo, FocusContainer
interface StageRo : ContainerRo, Focusable
class StageStyle : StyleBase
object StencilUtil
open class TabNavigator : ContainerImpl, LayoutDataProvider<StackLayoutData>
Module Contents
TabNavigator(owner: Owned)
companion object Companion : StyleTag
val DEFAULT_TAB_STYLE: StyleTag
val DEFAULT_TAB_STYLE_FIRST: StyleTag
val DEFAULT_TAB_STYLE_LAST: StyleTag
protected var _currentIndex: Int
fun addTab(value: String, component: UiComponent): Unit
fun addTab(index: Int, tab: String, component: UiComponent): Unit
fun addTab(tab: String, factory: Owned.() -> UiComponent): Unit
fun addTab(index: Int, tab: String, factory: Owned.() -> UiComponent): Unit
fun addTab(tab: Button, component: UiComponent): Unit
fun addTab(tab: Button, factory: Owned.() -> UiComponent): Unit
fun addTab(index: Int, tab: Button, factory: Owned.() -> UiComponent): Unit
fun addTab(index: Int, tab: TabNavigatorTab): Unit
fun clearTabs(dispose: Boolean = false): Unit
protected val contents: GlScrollArea
open fun createLayoutData(): StackLayoutData
var currentIndex: Int
val currentIndexChanged: Signal3<TabNavigator, Int, Int>
open fun dispose(): Unit
val numTabs: Int
fun removeTab(index: Int, dispose: Boolean = true): TabNavigatorTab
fun setTabLabel(index: Int, newLabel: String): Unit
val style: TabNavigatorStyle
protected lateinit var tabBar: HorizontalLayoutContainer
protected val tabBarContainer: UiComponent
protected open fun updateLayout(explicitWidth: Float?, explicitHeight: Float?, out: Bounds): Unit
protected fun updateSelectedTab(): Unit
protected open fun updateSizeConstraints(out: SizeConstraints): Unit
val userCurrentIndexChanged: Signal4<TabNavigator, Int, Int, Cancel>
class TabNavigatorStyle : StyleBase
data class TabNavigatorTab
interface TextureComponent : UiComponent
interface Toggleable : ToggleableRo, UiComponent
interface ToggleableRo : UiComponentRo
class Tree<E : ParentRo<E>> : ContainerImpl
interface TreeItemRenderer<E : ParentRo<E>> : TreeItemRendererRo<E>, ItemRenderer<E>, Toggleable
interface TreeItemRendererRo<out E : ParentRo<E>> : ItemRendererRo<E>, ToggleableRo
open class TreeNode : Parent<TreeNode>, Observable
interface UiComponent : UiComponentRo, Lifecycle, ColorTransformable, InteractiveElement, Styleable
open class UiComponentImpl : UiComponent
Module Contents
UiComponentImpl(owner: Owned)
protected var _bounds: Bounds
protected val _colorTint: Color
protected val _concatenatedColorTint: Color
protected val _concatenatedTransform: Matrix4
protected val _concatenatedTransformInv: Matrix4
protected var _concatenatedTransformInvIsValid: Boolean
protected var _explicitHeight: Float?
protected val _explicitSizeConstraints: SizeConstraints
protected var _explicitWidth: Float?
protected var _inheritedInteractivityMode: InteractivityMode
protected var _interactivityMode: InteractivityMode
protected var _layoutData: LayoutData?
protected val _origin: Vector3
protected val _position: Vector3
protected val _rotation: Vector3
protected val _scale: Vector3
protected val _sizeConstraints: SizeConstraints
protected val _transform: Matrix4
fun activate(): Unit
open val activated: Signal<(UiComponent) -> Unit>
fun <T : InteractionEventRo> addInteractionSignal(type: InteractionType<T>, signal: StoppableSignal<T>, isCapture: Boolean): Unit
fun <T : InteractionEventRo> addInteractionSignal(type: InteractionType<T>, signal: StoppableSignal<T>): Unit
open var alpha: Float
protected val assets: AssetManager
protected fun <T : Style> bind(style: T, calculator: StyleCalculator = CascadingStyleCalculator): T
open val bottom: Float
open val bounds: BoundsRo
open val camera: CameraRo
open var cameraOverride: CameraRo?
open var colorTint: ColorRo
open fun colorTint(r: Float, g: Float, b: Float, a: Float): Unit
open val concatenatedColorTint: ColorRo
open val concatenatedTransform: Matrix4Ro
open val concatenatedTransformInv: Matrix4Ro
open fun containsCanvasPoint(canvasX: Float, canvasY: Float): Boolean
open fun convertCoord(coord: Vector3, targetCoordSpace: TransformableRo): Vector3
open var customTransform: Matrix4Ro?
fun deactivate(): Unit
open val deactivated: Signal<(UiComponent) -> Unit>
open var defaultHeight: Float?
var defaultWidth: Float?
open fun dispose(): Unit
open val disposed: Signal<(UiComponent) -> Unit>
protected open fun draw(viewport: MinMaxRo): Unit
open val explicitHeight: Float?
open val explicitSizeConstraints: SizeConstraintsRo
open val explicitWidth: Float?
open fun <T : Any> getAttachment(key: Any): T?
open fun getChildrenUnderPoint(canvasX: Float, canvasY: Float, onlyInteractive: Boolean, returnAll: Boolean, out: MutableList<UiComponentRo>, rayCache: RayRo?): MutableList<UiComponentRo>
fun <T : InteractionEventRo> getInteractionSignal(type: InteractionType<T>): StoppableSignal<T>?
open fun <T : InteractionEventRo> getInteractionSignal(type: InteractionType<T>, isCapture: Boolean): StoppableSignal<T>?
open fun <T : StyleRo> getRulesByType(type: StyleType<T>, out: MutableList<StyleRule<T>>): Unit
open fun globalToLocal(globalCoord: Vector3): Vector3
open fun globalToLocal(ray: Ray): Ray
open fun <T : InteractionEventRo> handlesInteraction(type: InteractionType<T>): Boolean
open fun <T : InteractionEventRo> handlesInteraction(type: InteractionType<T>, isCapture: Boolean): Boolean
fun hasInteraction(): Boolean
fun <T : InteractionEventRo> hasInteraction(type: InteractionType<T>): Boolean
fun <T : InteractionEventRo> hasInteraction(type: InteractionType<T>, isCapture: Boolean): Boolean
open val height: Float
open fun height(value: Float?): Unit
var includeInLayout: Boolean
val inheritedInteractivityMode: InteractivityMode
val injector: Injector
protected val interactivity: InteractivityManager
open val interactivityEnabled: Boolean
var interactivityMode: InteractivityMode
open fun intersectsGlobalRay(globalRay: RayRo): Boolean
open fun intersectsGlobalRay(globalRay: RayRo, intersection: Vector3): Boolean
open val invalidFlags: Int
open fun invalidate(flags: Int): Int
open fun invalidateStyles(): Unit
val invalidated: Signal<(UiComponent, Int) -> Unit>
open val isActive: Boolean
fun isBoundsInViewport(viewport: MinMaxRo): Boolean
open val isDisposed: Boolean
fun isInViewport(local: MinMaxRo, viewport: MinMaxRo): Boolean
open fun isRendered(): Boolean
protected var isSimpleTranslate: Boolean
open var layoutData: LayoutData?
open fun localToGlobal(localCoord: Vector3): Vector3
open fun localToGlobal(ray: Ray): Ray
open fun localToWindow(localCoord: Vector3): Vector3
open val maxHeight: Float?
open fun maxHeight(value: Float?): Unit
open val maxWidth: Float?
open fun maxWidth(value: Float?): Unit
open val minHeight: Float?
open fun minHeight(value: Float?): Unit
open val minWidth: Float?
open fun minWidth(value: Float?): Unit
protected val mouse: MouseState
open fun mouseIsOver(): Boolean
open fun mousePosition(out: Vector2): Vector2
open fun moveTo(x: Float, y: Float, z: Float): Unit
open fun moveTo(x: Float, y: Float): Unit
open fun moveTo(value: Vector3Ro): Unit
protected open fun onActivated(): Unit
protected open fun onDeactivated(): Unit
protected open fun onInvalidated(flagsInvalidated: Int): Unit
open var originX: Float
open var originY: Float
open var originZ: Float
val owner: Owned
open var parent: ContainerRo?
open val position: Vector3Ro
open fun rayToPlane(ray: RayRo, out: Vector2): Boolean
open fun <T : Any> removeAttachment(key: Any): T?
fun <T : InteractionEventRo> removeInteractionSignal(type: InteractionType<T>): Unit
fun <T : InteractionEventRo> removeInteractionSignal(type: InteractionType<T>, isCapture: Boolean): Unit
open fun render(viewport: MinMaxRo): Unit
open val right: Float
open var rotation: Float
open var rotationX: Float
open var rotationY: Float
open var scaleX: Float
open var scaleY: Float
open var scaleZ: Float
fun setAttachment(key: Any, value: Any): Unit
open fun setOrigin(x: Float, y: Float, z: Float): Unit
open fun setOrigin(x: Float, y: Float): Unit
open fun setPosition(x: Float, y: Float, z: Float): Unit
open fun setPosition(x: Float, y: Float): Unit
open fun setPosition(value: Vector3Ro): Unit
open fun setRotation(x: Float, y: Float, z: Float): Unit
open fun setScaling(x: Float, y: Float, z: Float): Unit
open fun setScaling(x: Float, y: Float): Unit
open fun setSize(width: Float?, height: Float?): Unit
open val shouldLayout: Boolean
open val sizeConstraints: SizeConstraintsRo
open val styleParent: StyleableRo?
val styleRules: MutableList<StyleRule<*>>
val styleTags: MutableList<StyleTag>
protected val timeDriver: TimeDriver
open val transform: Matrix4Ro
protected fun unbind(style: StyleRo): Unit
protected fun unwatch(style: Style): Unit
open fun update(): Unit
protected open fun updateColorTransform(): Unit
protected open fun updateConcatenatedColorTransform(): Unit
protected open fun updateConcatenatedTransform(): Unit
protected open fun updateHierarchyAscending(): Unit
protected open fun updateHierarchyDescending(): Unit
protected open fun updateInheritedInteractivityMode(): Unit
protected open fun updateLayout(explicitWidth: Float?, explicitHeight: Float?, out: Bounds): Unit
protected open fun updateLayoutEnabled(): Unit
protected open fun updateProperties(): Unit
protected open fun updateSizeConstraints(out: SizeConstraints): Unit
protected open fun updateStyles(): Unit
protected open fun updateTransform(): Unit
open fun validate(flags: Int): Unit
protected fun validateLayout(): Unit
protected fun validateSizeConstraints(): Unit
protected var validation: ValidationTree
var visible: Boolean
protected fun <T : Style> watch(style: T, priority: Float = 0f, callback: (T) -> Unit): Unit
open val width: Float
open fun width(value: Float?): Unit
protected val window: Window
open fun windowToLocal(windowCoord: Vector2): Vector2
open var x: Float
open var y: Float
open var z: Float
interface UiComponentRo : LifecycleRo, ColorTransformableRo, InteractiveElementRo, Validatable, StyleableRo, ChildRo
open class VDivider : ElementContainerImpl<UiComponent>
interface Validatable
object ValidationFlags
class ValidationTree
open class WindowPanel : ElementContainerImpl<UiComponent>, Labelable, Closeable, LayoutDataProvider<StackLayoutData>
class WindowPanelStyle : StyleBase
fun UiComponentRo.ancestry(out: MutableList<UiComponentRo>): MutableList<UiComponentRo>
fun <T : Any> ButtonState.backupWalk(block: (ButtonState) -> T?): T?
fun boxStyle(init: BoxStyle.() -> Unit): BoxStyle
fun Owned.button(init: ComponentInit<Button> = {}): Button
fun Owned.button(label: String, init: ComponentInit<Button> = {}): Button
fun Owned.checkbox(init: ComponentInit<Checkbox> = {}): Checkbox
fun Owned.checkbox(label: String, init: ComponentInit<Checkbox> = {}): Checkbox
fun Owned.collapseButton(init: ComponentInit<CollapseButton> = {}): CollapseButton
fun Owned.collapseButton(label: String, init: ComponentInit<CollapseButton> = {}): CollapseButton
fun Owned.colorPicker(init: ComponentInit<ColorPicker> = {}): ColorPicker
fun Owned.colorPickerWithText(init: ComponentInit<ColorPicker> = {}): ColorPicker
fun Owned.container(init: ComponentInit<ElementContainerImpl<UiComponent>> = {}): ElementContainerImpl<UiComponent>
fun ElementContainer<UiComponent>.contentsImage(value: String): Unit
fun ElementContainer<UiComponent>.contentsTexture(value: Texture?): Unit
fun <T : InteractionEventRo> UiComponentRo.createOrReuse(type: InteractionType<T>, isCapture: Boolean): StoppableSignal<T>
fun <T : Any> AttachmentHolder.createOrReuseAttachment(key: Any, factory: () -> T): T
inline fun <reified T : UiComponent> ElementContainer<UiComponent>.createOrReuseContents(factory: Owned.() -> T): T
fun UiComponentRo.getChildUnderPoint(canvasX: Float, canvasY: Float, onlyInteractive: Boolean): UiComponentRo?
fun Owned.hDivider(init: ComponentInit<HDivider>): HDivider
fun Owned.headingGroup(init: ComponentInit<HeadingGroup> = {}): HeadingGroup
fun Owned.hr(init: Rule.() -> Unit = {}): Rule
fun Owned.htmlComponent(html: String, init: ComponentInit<HtmlComponent> = {}): HtmlComponent
fun Owned.htmlComponent(init: ComponentInit<HtmlComponent> = {}): HtmlComponent
fun Owned.iconButton(init: ComponentInit<IconButton> = {}): IconButton
fun Owned.iconButton(icon: String, init: ComponentInit<IconButton> = {}): IconButton
fun Owned.iconButton(atlasPath: String, region: String, init: ComponentInit<IconButton> = {}): IconButton
fun Owned.iconButton(atlasPath: String, regions: Map<ButtonState, String>, init: ComponentInit<IconButton> = {}): IconButton
fun Owned.image(init: ComponentInit<Image> = {}): Image
fun Owned.image(path: String, init: ComponentInit<Image> = {}): Image
fun Owned.image(atlasPath: String, region: String, init: ComponentInit<Image> = {}): Image
fun Validatable.invalidateLayout(): Unit
fun Validatable.invalidateProperties(): Unit
fun Validatable.invalidateSize(): Unit
fun UiComponentRo.isAncestorOf(child: UiComponentRo): Boolean
fun UiComponentRo.isDescendantOf(ancestor: UiComponentRo): Boolean
fun Owned.ninePatch(init: ComponentInit<NinePatchComponent> = {}): NinePatchComponent
fun Owned.nullItemRenderer(init: ComponentInit<NullRenderer> = {}): NullRenderer
fun Owned.numericStepper(init: ComponentInit<NumericStepper> = {}): NumericStepper
fun <E : Any> Owned.optionsList(init: ComponentInit<OptionsList<E>> = {}): OptionsList<E>
fun <E : Any> Owned.optionsList(data: ObservableList<E?>, rendererFactory: LayoutDataProvider<VerticalLayoutData>.() -> ListItemRenderer<E> = { simpleItemRenderer() }, init: ComponentInit<OptionsList<E>> = {}): OptionsList<E>
fun <E : Any> Owned.optionsList(data: List<E?>, rendererFactory: LayoutDataProvider<VerticalLayoutData>.() -> ListItemRenderer<E> = { simpleItemRenderer() }, init: ComponentInit<OptionsList<E>> = {}): OptionsList<E>
fun Owned.panel(init: ComponentInit<Panel> = {}): Panel
inline fun UiComponentRo.parentWalk(callback: (UiComponentRo) -> Boolean): UiComponentRo?
fun Owned.progressBarRect(init: ComponentInit<ProgressBarRect> = {}): ProgressBarRect
fun <T> Owned.radioButton(group: RadioGroup<T>, data: T, init: ComponentInit<RadioButton<T>> = {}): RadioButton<T>
fun <T> Owned.radioButton(group: RadioGroup<T>, data: T, label: String, init: ComponentInit<RadioButton<T>> = {}): RadioButton<T>
fun <T> Owned.radioGroup(init: RadioGroup<T>.() -> Unit): RadioGroup<T>
fun Owned.rect(init: ComponentInit<GlRect> = {}): GlRect
fun UiComponentRo.root(): UiComponentRo
fun Owned.rowBackground(init: ComponentInit<RowBackgroundImpl> = {}): RowBackgroundImpl
fun UiComponent.scissorLocal(inner: () -> Unit): Unit
fun UiComponent.scissorLocal(x: Float, y: Float, width: Float, height: Float, inner: () -> Unit): Unit
fun Owned.showAssetLoadingBar(onCompleted: () -> Unit = {}): Unit
fun <E : Any> Owned.simpleItemRenderer(formatter: StringFormatter<E> = ToStringFormatter, init: ComponentInit<SimpleItemRenderer<E>> = {}): SimpleItemRenderer<E>
fun Owned.stack(init: ComponentInit<StackLayoutContainer> = {}): StackLayoutContainer
val Scoped.stage: Stage
fun Owned.tabNavigator(init: ComponentInit<TabNavigator> = {}): TabNavigator
fun Owned.textureC(init: ComponentInit<GlTextureComponent> = {}): GlTextureComponent
fun Owned.textureC(path: String, init: ComponentInit<GlTextureComponent> = {}): GlTextureComponent
fun Owned.textureC(texture: Texture, init: ComponentInit<GlTextureComponent> = {}): GlTextureComponent
fun <E : ParentRo<E>> Owned.tree(rootFactory: (tree: Tree<E>) -> TreeItemRenderer<E> = { DefaultTreeItemRenderer(it, it) }, init: ComponentInit<Tree<E>> = {}): Tree<E>
fun treeNode(label: String, init: TreeNode.() -> Unit = {}): TreeNode
fun Owned.vDivider(init: ComponentInit<VDivider>): VDivider
fun <T> Validatable.validationProp(initialValue: T, flags: Int): ReadWriteProperty<Any, T>
fun validationTree(init: ValidationTree.() -> Unit): ValidationTree
fun Owned.vr(init: Rule.() -> Unit = {}): Rule
fun Owned.windowPanel(init: ComponentInit<WindowPanel> = {}): WindowPanel
package com.acornui.component.datagrid
Module Contents
enum class ColumnSortDirection
class DataGrid<E> : ContainerImpl, Focusable
Module Contents
DataGrid(owner: Owned, data: ObservableList<E>)
val BODY_CELL: StyleTag
val COLUMN_INSERTION_INDICATOR: StyleTag
val COLUMN_MOVE_INDICATOR: StyleTag
inner class CellLocation<E> : RowLocation<E>
companion object Companion : StyleTag
val HEADER_CELL: StyleTag
inner class RowLocation<E>
val SCROLL_BAR: StyleTag
fun bringIntoView(rowLocation: RowLocation<E>): Unit
fun bringIntoView(cellLocation: CellLocation<E>): Unit
val cellClicked: Signal<(CellLocation<E>, Cancel) -> Unit>
fun clearSorting(): Unit
fun closeCellEditor(commit: Boolean = false): Unit
var columnReorderingEnabled: Boolean
var columnResizingEnabled: Boolean
var columnSortingEnabled: Boolean
val columns: MutableObservableList<DataGridColumn<E, *>>
val data: ObservableList<E>
var dataFilter: (E) -> Boolean
var dataSortComparator: SortComparator<E>?
fun dirtyColumnCache(column: DataGridColumn<E, *>): Unit
fun dirtyGroupCache(group: DataGridGroup<E>): Unit
fun dispose(): Unit
fun editCell(element: E, column: DataGridColumn<E, *>): Unit
fun editCell(rowLocation: RowLocation<E>, columnIndex: Int): Unit
fun editCell(sourceIndex: Int, columnIndex: Int): Unit
fun editCell(cellLocation: CellLocation<E>): Unit
fun editNextCell(commit: Boolean): Unit
fun editNextRow(commit: Boolean): Unit
fun editPreviousCell(commit: Boolean): Unit
fun editPreviousRow(commit: Boolean): Unit
var editable: Boolean
val editorCellLocation: CellLocation<E>?
var firstVisibleColumn: Int
var focusEnabled: Boolean
var focusOrder: Float
fun getCellFromPosition(canvasX: Float, canvasY: Float): CellLocation<E>
val groups: MutableObservableList<DataGridGroup<E>>
val hScrollModel: ScrollModel
var hScrollPolicy: ScrollPolicy
var highlight: UiComponent?
fun iterateVisibleColumns(callback: (columnIndex: Int, column: DataGridColumn<E, *>, columnX: Float, columnWidth: Float) -> Boolean): Unit
fun iterateVisibleRows(callback: (row: RowLocation<E>, rowY: Float, rowHeight: Float) -> Boolean): Unit
var lastVisibleColumn: Int
var maxRows: Int
var minRowHeight: Float
fun moveColumn(fromIndex: Int, toIndex: Int): Unit
var rowHeight: Float?
fun setSize(width: Float?, height: Float?): Unit
fun setSortColumn(column: DataGridColumn<E, *>, direction: ColumnSortDirection = ColumnSortDirection.ASCENDING): Unit
fun sourceIndexToLocal(sourceIndex: Int): RowLocation<E>?
fun stopToss(): Unit
val style: DataGridStyle
var tossEnabled: Boolean
val totalRows: Int
protected fun updateLayout(explicitWidth: Float?, explicitHeight: Float?, out: Bounds): Unit
protected fun updateSizeConstraints(out: SizeConstraints): Unit
val vScrollModel: ScrollModel
var vScrollPolicy: ScrollPolicy
interface DataGridCell<in CellData> : UiComponent
abstract class DataGridColumn<in RowData, CellData>
interface DataGridEditorCell<CellData> : DataGridCell<CellData>
open class DataGridGroup<E>
interface DataGridGroupHeader : UiComponent
open class DataGridGroupHeaderImpl<E> : LayoutContainerImpl<DataGridGroupHeaderStyle, HorizontalLayoutData>, DataGridGroupHeader, Labelable
class DataGridGroupHeaderStyle : HorizontalLayoutStyle
class DataGridStyle : StyleBase
abstract class FloatColumn<in E> : DataGridColumn<E, Float?>, Scoped
class FloatEditorCell : NumberEditorCell, DataGridEditorCell<Float?>
abstract class IntColumn<in E> : DataGridColumn<E, Int?>, Scoped
class IntEditorCell : NumberEditorCell, DataGridEditorCell<Int?>
class NumberCell : ContainerImpl, DataGridCell<Number?>
abstract class NumberEditorCell : ContainerImpl
class StringCell : ContainerImpl, DataGridCell<String>
abstract class StringColumn<in E> : DataGridColumn<E, String>
class StringEditorCell : ContainerImpl, DataGridEditorCell<String>
fun <E> Owned.dataGrid(data: ObservableList<E>, init: ComponentInit<DataGrid<E>>): DataGrid<E>
fun <E> Owned.dataGridGroupHeader(: DataGridGroup<E>, : ObservableList<E>, : String = "", : ComponentInit<DataGridGroupHeaderImpl<E>> = {}): DataGridGroupHeader
val <E> CellLocation<E>.editable: Boolean
package com.acornui.component.drawing
Module Contents
interface CapBuilder
object CapStyle
class DrawElementsCall
open class DynamicMeshComponent : UiComponentImpl, Clearable
data class FillStyle : Clearable
data class LineStyle : Clearable
class MeshData : Parent<MeshData>, Clearable
Module Contents
MeshData()
fun <S : MeshData> addChild(index: Int, child: S): S
var blendMode: BlendMode
val children: ArrayList<MeshData>
fun clear(): Unit
fun colorTransform(colorTint: ColorRo): Unit
var drawMode: Int
var flushBatch: Boolean
var highestIndex: Int
val indices: ArrayList<Int>
var parent: MeshData?
fun pushIndex(index: Int): Unit
fun pushIndices(arr: IntArray): Unit
fun pushVertex(position: Vector2Ro, fillStyle: FillStyle): Unit
fun pushVertex(position: Vector2Ro, z: Float, fillStyle: FillStyle): Unit
fun pushVertex(position: Vector3Ro, fillStyle: FillStyle): Unit
fun pushVertex(position: Vector3Ro, fillStyle: FillStyle, normal: Vector3Ro): Unit
fun pushVertex(x: Float, y: Float, z: Float, colorTint: ColorRo, u: Float = 0f, v: Float = 0f, normal: Vector3Ro = Vector3.NEG_Z): Unit
fun remove(): Unit
fun removeChild(index: Int): MeshData
fun scl(x: Float = 1f, y: Float = 1f, z: Float = 1f): Unit
var texture: Texture?
fun transform(value: Matrix4): Unit
fun trn(x: Float = 0f, y: Float = 0f, z: Float = 0f): Unit
operator fun <P : MeshData> P.unaryMinus(): P
operator fun <P : MeshData> P.unaryPlus(): P
val vertices: ArrayList<Vertex>
enum class MeshIntersectionType
object MiterCap : CapBuilder
object NoCap : CapBuilder
val QUAD_INDICES: IntArray
class StaticMesh
open class StaticMeshComponent : UiComponentImpl
val TRIANGLE_INDICES: IntArray
fun box(width: Float, height: Float, depth: Float, init: MeshData.() -> Unit = {}): MeshData
fun calculateOvalPoint(theta: Float, width: Float, height: Float, out: Vector2): Unit
fun circle(radius: Float, segments: Int, init: MeshData.() -> Unit = {}): MeshData
fun curvedRect(w: Float, h: Float, corners: Corners, segments: Int = 30, init: MeshData.() -> Unit = {}): MeshData
fun cylinder(width: Float, height: Float, depth: Float, segments: Int = 180, init: MeshData.() -> Unit = {}): MeshData
fun Owned.dynamicMeshC(init: ComponentInit<DynamicMeshComponent> = {}): DynamicMeshComponent
fun fillQuad(v1: Vector2, v2: Vector2, v3: Vector2, v4: Vector2): MeshData
val fillStyle: FillStyle
fun fillTriangle(v1: Vector2, v2: Vector2, v3: Vector2): MeshData
fun line(x1: Float, y1: Float, x2: Float, y2: Float, controlA: Vector2? = null, controlB: Vector2? = null, controlAThickness: Float = lineStyle.thickness, controlBThickness: Float = lineStyle.thickness, init: MeshData.() -> Unit = {}): MeshData
fun line(p1: Vector2, p2: Vector2, controlA: Vector2? = null, controlB: Vector2? = null, controlAThickness: Float = lineStyle.thickness, controlBThickness: Float = lineStyle.thickness, init: MeshData.() -> Unit = {}): MeshData
val lineStyle: LineStyle
fun meshData(init: MeshData.() -> Unit = {}): MeshData
fun oval(width: Float, height: Float, segments: Int = 180, init: MeshData.() -> Unit = {}): MeshData
fun quad(x1: Float, y1: Float, x2: Float, y2: Float, x3: Float, y3: Float, x4: Float, y4: Float, init: MeshData.() -> Unit = {}): MeshData
fun quad(v1: Vector2, v2: Vector2, v3: Vector2, v4: Vector2, init: MeshData.() -> Unit = {}): MeshData
fun rect(x: Float, y: Float, w: Float, h: Float, init: MeshData.() -> Unit = {}): MeshData
fun MeshData.rotate(yaw: Float = 0f, pitch: Float = 0f, roll: Float = 0f): Unit
fun staticMesh(init: StaticMesh.() -> Unit = {}): StaticMesh
fun Owned.staticMeshC(init: ComponentInit<StaticMeshComponent> = {}): StaticMeshComponent
fun Owned.staticMeshC(mesh: StaticMesh, init: ComponentInit<StaticMeshComponent> = {}): StaticMeshComponent
fun MeshData.transform(position: Vector3Ro = Vector3.ZERO, scale: Vector3Ro = Vector3.ONE, rotation: Vector3Ro = Vector3.ZERO, origin: Vector3Ro = Vector3.ZERO): Unit
fun triangle(x1: Float, y1: Float, x2: Float, y2: Float, x3: Float, y3: Float, init: MeshData.() -> Unit = {}): MeshData
fun triangle(v1: Vector2, v2: Vector2, v3: Vector2, init: MeshData.() -> Unit = {}): MeshData
package com.acornui.component.layout
Module Contents
interface BasicLayoutElement : BasicLayoutElementRo, Sizable, Positionable
interface BasicLayoutElementRo : SizableRo, PositionableRo
class DataScroller<E : Any, out S : Style, out T : LayoutData> : ContainerImpl, Focusable
class DataScrollerStyle : StyleBase
enum class HAlign
interface LayoutContainer<S, out T : LayoutData> : LayoutDataProvider<T>, ElementContainer<UiComponent>
open class LayoutContainerImpl<S : Style, out U : LayoutData> : ElementContainerImpl<UiComponent>, LayoutContainer<S, U>, Focusable
interface LayoutData
interface LayoutElement : LayoutElementRo, BasicLayoutElement, Transformable
interface LayoutElementRo : BasicLayoutElementRo, TransformableRo
interface ListItemRenderer<E> : ListItemRendererRo<E>, ItemRenderer<E>, Toggleable, ListRenderer
interface ListItemRendererRo<out E> : ItemRendererRo<E>, ToggleableRo, ListRendererRo
interface ListRenderer : ListRendererRo, UiComponent
interface ListRendererRo : UiComponentRo
interface Positionable : PositionableRo
interface PositionableRo
interface Sizable : SizableRo
interface SizableRo
data class SizeConstraints : Clearable, SizeConstraintsRo
interface SizeConstraintsRo
open class Spacer : UiComponentImpl
interface Transformable : TransformableRo, Positionable
interface TransformableRo : PositionableRo
enum class VAlign
interface VirtualLayoutContainer<S, out T : LayoutData> : Container
class VirtualList<E : Any, S : Style, out T : LayoutData> : ContainerImpl, FocusContainer, ItemRendererOwner<T>, VirtualLayoutContainer<S, T>
Module Contents
VirtualList(owner: Owned, layoutAlgorithm: VirtualLayoutAlgorithm<S, T>, style: S, data: ObservableList<E?>)
VirtualList(owner: Owned, layoutAlgorithm: VirtualLayoutAlgorithm<S, T>, style: S, data: List<E?>)
VirtualList(owner: Owned, layoutAlgorithm: VirtualLayoutAlgorithm<S, T>, layoutStyle: S)
const val MAX_SKIPPED: Int
val activeItemRenderers: List<ListItemRendererRo<E>>
val activeNullRenderers: List<ListRendererRo>
val activeRenderers: List<ListRendererRo>
var bottomIndexPosition: Float?
var buffer: Float
fun createLayoutData(): T
val data: List<E?>
fun data(source: List<E?>): Unit
fun data(source: ObservableList<E?>): Unit
fun dispose(): Unit
fun emptyListRenderer(value: ItemRendererOwner<T>.() -> UiComponent): Unit
var focusOrder: Float
var indexPosition: Float?
val layoutAlgorithm: VirtualLayoutAlgorithm<S, T>
val layoutStyle: S
var maxItems: Int
fun nullRendererFactory(value: ItemRendererOwner<T>.() -> ListRenderer): Unit
fun rendererFactory(value: ItemRendererOwner<T>.() -> ListItemRenderer<E>): Unit
val selection: Selection<E>
protected fun updateLayout(explicitWidth: Float?, explicitHeight: Float?, out: Bounds): Unit
val visibleBottomPosition: Float
val visiblePosition: Float
class VirtualListSelection<E : Any> : SelectionBase<E>
fun LayoutElementRo.clampHeight(value: Float?): Float?
fun LayoutElementRo.clampWidth(value: Float?): Float?
fun CameraRo.intersects(element: LayoutElementRo): Boolean
fun LayoutElement.setSize(bounds: BoundsRo): Unit
fun Owned.spacer(width: Float = 0f, height: Float = 0f, init: ComponentInit<Spacer> = {}): Spacer
fun <E : Any, S : Style, T : LayoutData> Owned.virtualList(layoutAlgorithm: VirtualLayoutAlgorithm<S, T>, style: S, init: ComponentInit<VirtualList<E, S, T>> = {}): VirtualList<E, S, T>
package com.acornui.component.layout.algorithm
Module Contents
open class BasicLayoutData : LayoutData
class CanvasLayout : LayoutAlgorithm<Any, CanvasLayoutData>
open class CanvasLayoutContainer : LayoutContainerImpl<NoopStyle, CanvasLayoutData>
open class CanvasLayoutData : BasicLayoutData
enum class FlowHAlign
class FlowLayout : LayoutAlgorithm<FlowLayoutStyle, FlowLayoutData>, SequencedLayout<FlowLayoutStyle, FlowLayoutData>
open class FlowLayoutContainer : LayoutContainerImpl<FlowLayoutStyle, FlowLayoutData>
class FlowLayoutData : BasicLayoutData
class FlowLayoutStyle : StyleBase
enum class FlowVAlign
open class FormContainer : GridLayoutContainer
class GridColumn : Observable
class GridLayout : LayoutAlgorithm<GridLayoutStyle, GridLayoutData>
open class GridLayoutContainer : LayoutContainerImpl<GridLayoutStyle, GridLayoutData>
open class GridLayoutData : BasicLayoutData
open class GridLayoutStyle : StyleBase
class HorizontalLayout : LayoutAlgorithm<HorizontalLayoutStyle, HorizontalLayoutData>
open class HorizontalLayoutContainer : LayoutContainerImpl<HorizontalLayoutStyle, HorizontalLayoutData>
class HorizontalLayoutData : BasicLayoutData
open class HorizontalLayoutStyle : StyleBase
interface LayoutAlgorithm<in S, out T : LayoutData> : LayoutDataProvider<T>
interface LayoutDataProvider<out T : LayoutData>
class LineInfo : Clearable, LineInfoRo
interface LineInfoRo
open class ScaleBoxLayoutContainer : LayoutContainerImpl<ScaleLayoutStyle, ScaleLayoutData>
object ScaleLayout : LayoutAlgorithm<ScaleLayoutStyle, ScaleLayoutData>
open class ScaleLayoutData : BasicLayoutData
open class ScaleLayoutStyle : StyleBase
interface SequencedLayout<in S, out T : LayoutData> : LayoutAlgorithm<S, T>
class VerticalLayout : LayoutAlgorithm<VerticalLayoutStyle, VerticalLayoutData>
open class VerticalLayoutContainer : LayoutContainerImpl<VerticalLayoutStyle, VerticalLayoutData>
class VerticalLayoutData : BasicLayoutData
open class VerticalLayoutStyle : StyleBase
fun basicLayoutData(init: ComponentInit<BasicLayoutData> = {}): BasicLayoutData
fun Owned.canvas(init: ComponentInit<CanvasLayoutContainer> = {}): CanvasLayoutContainer
fun canvasLayoutData(init: CanvasLayoutData.() -> Unit = {}): CanvasLayoutData
fun Owned.flow(init: ComponentInit<FlowLayoutContainer> = {}): FlowLayoutContainer
fun Owned.form(init: ComponentInit<FormContainer> = {}): FormContainer
fun Owned.formLabel(text: String = "", init: ComponentInit<TextField> = {}): TextField
val formLabelStyle: StyleTag
fun Owned.grid(init: ComponentInit<GridLayoutContainer> = {}): GridLayoutContainer
fun gridColumn(init: GridColumn.() -> Unit = {}): GridColumn
fun gridLayoutData(init: GridLayoutData.() -> Unit): GridLayoutData
fun Owned.hGroup(init: ComponentInit<HorizontalLayoutContainer> = {}): HorizontalLayoutContainer
fun Owned.scaleBox(init: ComponentInit<ScaleBoxLayoutContainer> = {}): ScaleBoxLayoutContainer
fun Owned.vGroup(init: ComponentInit<VerticalLayoutContainer> = {}): VerticalLayoutContainer
package com.acornui.component.layout.algorithm.virtual
Module Contents
interface ItemRendererOwner<out T : LayoutData> : Owned, LayoutDataProvider<T>
class VirtualHorizontalLayout : VirtualLayoutAlgorithm<VirtualHorizontalLayoutStyle, HorizontalLayoutData>
Module Contents
VirtualHorizontalLayout()
fun createLayoutData(): HorizontalLayoutData
val direction: VirtualLayoutDirection
fun getOffset(width: Float, height: Float, element: LayoutElement, index: Int, lastIndex: Int, isReversed: Boolean, props: VirtualHorizontalLayoutStyle): Float
fun measure(explicitWidth: Float?, explicitHeight: Float?, elements: List<LayoutElement>, props: VirtualHorizontalLayoutStyle, out: Bounds): Unit
fun shouldShowRenderer(explicitWidth: Float?, explicitHeight: Float?, element: LayoutElement, props: VirtualHorizontalLayoutStyle): Boolean
fun updateLayoutEntry(explicitWidth: Float?, explicitHeight: Float?, element: LayoutElement, currentIndex: Int, startIndex: Float, lastIndex: Int, previousElement: LayoutElement?, isReversed: Boolean, props: VirtualHorizontalLayoutStyle): Unit
open class VirtualHorizontalLayoutStyle : StyleBase
interface VirtualLayoutAlgorithm<in S, out T : LayoutData> : LayoutDataProvider<T>
Module Contents
abstract val direction: VirtualLayoutDirection
abstract fun getOffset(width: Float, height: Float, element: LayoutElement, index: Int, lastIndex: Int, isReversed: Boolean, props: S): Float
open fun measure(explicitWidth: Float?, explicitHeight: Float?, elements: List<LayoutElement>, props: S, out: Bounds): Unit
abstract fun shouldShowRenderer(explicitWidth: Float?, explicitHeight: Float?, element: LayoutElement, props: S): Boolean
abstract fun updateLayoutEntry(explicitWidth: Float?, explicitHeight: Float?, element: LayoutElement, currentIndex: Int, startIndex: Float, lastIndex: Int, previousElement: LayoutElement?, isReversed: Boolean, props: S): Unit
enum class VirtualLayoutDirection
class VirtualVerticalLayout : VirtualLayoutAlgorithm<VirtualVerticalLayoutStyle, VerticalLayoutData>
Module Contents
VirtualVerticalLayout()
fun createLayoutData(): VerticalLayoutData
val direction: VirtualLayoutDirection
fun getOffset(width: Float, height: Float, element: LayoutElement, index: Int, lastIndex: Int, isReversed: Boolean, props: VirtualVerticalLayoutStyle): Float
fun measure(explicitWidth: Float?, explicitHeight: Float?, elements: List<LayoutElement>, props: VirtualVerticalLayoutStyle, out: Bounds): Unit
fun shouldShowRenderer(explicitWidth: Float?, explicitHeight: Float?, element: LayoutElement, props: VirtualVerticalLayoutStyle): Boolean
fun updateLayoutEntry(explicitWidth: Float?, explicitHeight: Float?, element: LayoutElement, currentIndex: Int, startIndex: Float, lastIndex: Int, previousElement: LayoutElement?, isReversed: Boolean, props: VirtualVerticalLayoutStyle): Unit
open class VirtualVerticalLayoutStyle : StyleBase
fun <E : Any> Owned.hDataScroller(init: ComponentInit<DataScroller<E, VirtualHorizontalLayoutStyle, HorizontalLayoutData>> = {}): DataScroller<E, VirtualHorizontalLayoutStyle, HorizontalLayoutData>
fun <E : Any> Owned.vDataScroller(init: ComponentInit<DataScroller<E, VirtualVerticalLayoutStyle, VerticalLayoutData>> = {}): DataScroller<E, VirtualVerticalLayoutStyle, VerticalLayoutData>
package com.acornui.component.scroll
package com.acornui.component.style
package com.acornui.component.text
Module Contents
object AngelCodeParser : Decorator<String, BitmapFontData>
class BitmapFont
data class BitmapFontData
data class BitmapFontPageData
object BitmapFontRegistry : Clearable, Disposable
class ChangeSelectionCommand : StateCommand
class CharStyle : StyleBase
object CharStyleSerializer : To<CharStyle>, From<CharStyle>
interface EditableTextField : Focusable, TextField
data class FontStyle : FontStyleRo
interface FontStyleRo
open class GlEditableTextField : ContainerImpl, EditableTextField
class GlTextArea : ContainerImpl, TextArea
class GlTextCommander : TextCommander
class GlTextField : ContainerImpl, TextField
open class GlTextInput : ContainerImpl, TextInput
class Glyph
data class GlyphData
class LastTextElement : TextElementRo
class ReplaceTextRangeCommand : StateCommand
object RestrictPatterns
interface TextArea : TextInput
enum class TextCommand
interface TextCommander
interface TextElement : TextElementRo, Disposable
interface TextElementRo
interface TextField : UiComponent, Labelable, SelectableComponent, Styleable
class TextFlow : UiComponentImpl, TextNodeComponent, ElementParent<TextSpanElement>
class TextFlowStyle : StyleBase
interface TextInput : Focusable, SelectableComponent, Styleable, Clearable
class TextInputStyle : StyleBase
interface TextNode : TextNodeRo, Positionable
interface TextNodeComponent : TextNode, UiComponent
interface TextNodeRo : Validatable, StyleableRo, PositionableRo
interface TextSpanElement : TextSpanElementRo<TextElement>
open class TextSpanElementImpl : TextSpanElement, ElementParent<TextElement>, Styleable
interface TextSpanElementRo<out T : TextElementRo> : ElementParentRo<T>
object TextValidationFlags
class TfChar : TextElement, Clearable
class TfCharStyle
fun TextCommander.backColor(color: Color): Boolean
val TextElementRo.baseline: Float
fun TextCommander.bold(): Boolean
fun charStyle(init: CharStyle.() -> Unit = {}): CharStyle
fun TextCommander.copy(): Boolean
fun TextCommander.createLink(uri: String): Boolean
fun TextCommander.cut(): Boolean
fun Owned.editableText(init: ComponentInit<GlEditableTextField> = {}): GlEditableTextField
fun TextCommander.exec(command: TextCommand, value: String = ""): Boolean
fun TextCommander.fontName(fontName: String): Boolean
fun TextCommander.fontSize(fontSize: Int): Boolean
fun TextCommander.foreColor(color: Color): Boolean
fun TextCommander.formatBlock(blockTag: String): Boolean
fun getFont(charStyle: CharStyle, warnOnNotFound: Boolean = true): Deferred<BitmapFont>?
fun TextCommander.hiliteColor(color: Color): Boolean
fun TextCommander.indent(): Boolean
fun TextCommander.insertHorizontalRule(): Boolean
fun TextCommander.insertHtml(html: String): Boolean
fun TextCommander.insertImage(imageSource: String): Boolean
fun TextCommander.insertOrderedList(): Boolean
fun TextCommander.insertParagraph(): Boolean
fun TextCommander.insertText(text: String): Boolean
fun TextCommander.insertUnorderedList(): Boolean
fun TextCommander.italic(): Boolean
fun TextCommander.justifyCenter(): Boolean
fun TextCommander.justifyFull(): Boolean
fun TextCommander.justifyLeft(): Boolean
fun TextCommander.justifyRight(): Boolean
val TextElementRo.lineHeight: Float
fun Scoped.loadFontFromAtlas(fontStyle: FontStyleRo, fntPath: String, atlasPath: String, group: CachedGroup): Deferred<BitmapFont>
fun Owned.loadFontFromDir(fontStyle: FontStyleRo, fntPath: String): Deferred<BitmapFont>
fun Owned.loadFontFromDir(fontStyle: FontStyleRo, fntPath: String, imagesDir: String): Deferred<BitmapFont>
fun BitmapFontData.measureLineWidth(text: String): Int
fun TextCommander.outdent(): Boolean
fun TextCommander.paste(): Boolean
fun TextCommander.queryBool(command: TextCommand): Boolean
fun TextCommander.queryColor(command: TextCommand): Color
fun TextCommander.queryString(command: TextCommand): String
fun TextCommander.redo(): Boolean
fun TextCommander.removeFormat(): Boolean
fun TextInput.replaceTextRange(startIndex: Int, endIndex: Int, newText: String, group: CommandGroup? = null): Unit
fun TextCommander.selectAll(): Boolean
var TextField.selectable: Boolean
var TextInput.selectable: Boolean
var TextArea.selectable: Boolean
fun span(init: ComponentInit<TextSpanElement> = {}): TextSpanElementImpl
fun TextCommander.strikeThrough(): Boolean
fun TextCommander.styleWithCSS(value: Boolean): Boolean
fun TextCommander.subscript(): Boolean
fun TextCommander.superscript(): Boolean
fun Owned.text(text: String, init: ComponentInit<GlTextField> = {}): GlTextField
fun Owned.text(init: ComponentInit<GlTextField> = {}): GlTextField
fun Owned.textArea(init: ComponentInit<GlTextArea> = {}): GlTextArea
val TextElementRo.textFieldX: Float
val TextSpanElementRo<TextElementRo>.textFieldX: Float
val TextElementRo.textFieldY: Float
val TextSpanElementRo<TextElementRo>.textFieldY: Float
fun Owned.textInput(init: ComponentInit<GlTextInput> = {}): GlTextInput
fun CharStyle.toFontStyle(out: FontStyle = FontStyle()): FontStyle
fun TextCommander.underline(): Boolean
fun TextCommander.undo(): Boolean
fun TextCommander.unlink(): Boolean
package com.acornui.core
package com.acornui.core.assets
Module Contents
interface AssetLoader<out T> : AssetLoaderRo<T>, CancelableDeferred<T>
interface AssetLoaderRo<out T> : Deferred<T>, Progress
class AssetLoadingException : Throwable
interface AssetManager : Disposable, Progress
class AssetManagerImpl : AssetManager
data class AssetType<T>
interface Cache : Disposable
class CacheImpl : Cache
interface CacheKey<T>
interface CachedGroup : Disposable
class CachedGroupImpl : CachedGroup
data class JsonDecorator<out R> : Decorator<String, R>
typealias LoaderFactory<T> = (path: String, estimatedBytesTotal: Int) -> AssetLoader<T>
class LoadingQueueBusyWatch
suspend fun AssetManager.awaitAll(): Unit
fun Scoped.cachedGroup(): CachedGroup
fun <R> Scoped.jsonDecorator(factory: From<R>): Decorator<String, R>
fun <T> Scoped.load(path: String, type: AssetType<T>): AssetLoaderRo<T>
fun <T> Scoped.loadAndCache(path: String, type: AssetType<T>, group: CachedGroup): Deferred<T>
fun <T, R> Scoped.loadAndCache(path: String, type: AssetType<T>, decorator: Decorator<T, R>, group: CachedGroup): Deferred<R>
fun <T, R> loadAndCache(assetManager: AssetManager, path: String, type: AssetType<T>, decorator: Decorator<T, R>, group: CachedGroup): Deferred<R>
fun <R> Scoped.loadAndCacheJson(path: String, factory: From<R>, group: CachedGroup): Deferred<R>
fun <T> Scoped.loadJson(path: String, factory: From<T>): Deferred<T>
fun Owned.loadingQueueBusyWatch(): LoadingQueueBusyWatch
fun AssetManager.onLoadersEmpty(callback: () -> Unit): Unit
val AssetManager.secondsRemaining: Float
package com.acornui.core.audio
package com.acornui.core.behavior
package com.acornui.core.browser
package com.acornui.core.cache
Module Contents
class IndexedCache<E> : ListBase<E>
class UsedTracker<E>
fun <E : Disposable> IndexedCache<E>.disposeAndClear(): Unit
fun <E : UiComponent> IndexedCache<E>.hideAndFlip(): Unit
fun <E : UiComponent> UsedTracker<E>.hideAndFlip(): Unit
fun <E, T : ItemRendererRo<E>> recycle(data: List<E>?, existingElements: MutableList<T>, factory: (item: E, index: Int) -> T, configure: (element: T, item: E, index: Int) -> Unit, disposer: (element: T) -> Unit, equality: (a: E?, b: E?) -> Boolean = { a, b -> a == b }): Unit
fun <E, T> recycle(data: List<E>?, existingElements: MutableList<T>, factory: (item: E, index: Int) -> T, configure: (element: T, item: E, index: Int) -> Unit, disposer: (element: T) -> Unit, retriever: (element: T) -> E?, equality: (a: E?, b: E?) -> Boolean = { a, b -> a == b }): Unit
fun <E1, E2> recycle(data: List<E1>?, other: MutableList<E2>, factory: (E1) -> E2, compare: (E2, E1) -> Boolean): Unit
fun <E : UiComponent> IndexedCache<E>.removeAndFlip(parent: ElementContainer<UiComponent>): Unit
fun <E : UiComponent> UsedTracker<E>.removeAndFlip(parent: ElementContainer<UiComponent>): Unit
package com.acornui.core.cursor
package com.acornui.core.di
package com.acornui.core.focus
package com.acornui.core.graphics
Module Contents
open class AtlasComponent : ContainerImpl, Clearable
data class AtlasPageData
data class AtlasPageDecorator : Decorator<Texture, Texture>
object AtlasPageSerializer : To<AtlasPageData>, From<AtlasPageData>
data class AtlasRegionData
object AtlasRegionDataSerializer : To<AtlasRegionData>, From<AtlasRegionData>
open class BlendMode
interface Camera : CameraRo
Module Contents
companion object Companion : DKey<Camera>
abstract var far: Float
abstract fun moveToLookAtPoint(x: Float, y: Float, z: Float, distance: Float = 1.0f): Unit
open fun moveToLookAtRect(rect: Rectangle, scaling: Scaling = Scaling.FIT): Unit
abstract fun moveToLookAtRect(x: Float, y: Float, width: Float, height: Float, scaling: Scaling = Scaling.FIT): Unit
abstract var near: Float
open fun pointToLookAt(target: Vector3): Unit
abstract fun pointToLookAt(x: Float, y: Float, z: Float): Unit
abstract fun setDirection(x: Float = direction.x, y: Float = direction.y, z: Float = direction.z, keepUpOrthonormal: Boolean = true): Unit
open fun setDirection(value: Vector3Ro, keepUpOrthonormal: Boolean = true): Unit
open fun setPosition(value: Vector3Ro): Unit
abstract fun setPosition(x: Float = position.x, y: Float = position.y, z: Float = position.z): Unit
abstract fun setUp(x: Float = up.x, y: Float = up.y, z: Float = up.z): Unit
open fun setUp(value: Vector3Ro): Unit
open fun setViewport(width: Float, height: Float): Unit
abstract class CameraBase : Camera
Module Contents
CameraBase()
protected val _combined: Matrix4
protected val _direction: Vector3
protected val _frustum: Frustum
protected val _invCombined: Matrix4
protected val _modTag: ModTagImpl
protected val _position: Vector3
protected val _projection: Matrix4
protected val _up: Vector3
protected val _view: Matrix4
protected fun <T> bindable(initial: T): ReadWriteProperty<Any?, T>
open fun canvasToGlobal(canvasCoords: Vector3, viewportX: Float, viewportY: Float, viewportWidth: Float, viewportHeight: Float): Vector3
open val combined: Matrix4Ro
open val direction: Vector3Ro
protected fun dirty(): Unit
open var far: Float
open val frustum: FrustumRo
open val invCombined: Matrix4Ro
open val modTag: ModTagRo
open fun moveToLookAtPoint(x: Float, y: Float, z: Float, distance: Float): Unit
open var near: Float
protected fun normalizeUp(): Unit
open fun pointToLookAt(x: Float, y: Float, z: Float): Unit
open val position: Vector3Ro
open val projection: Matrix4Ro
fun rotate(radians: Float, axisX: Float, axisY: Float, axisZ: Float): Unit
fun rotate(axis: Vector3Ro, radians: Float): Unit
fun rotate(radians: Float): Unit
fun rotate(transform: Matrix4Ro): Unit
fun rotate(quat: QuaternionRo): Unit
fun rotateAround(point: Vector3Ro, axis: Vector3Ro, radians: Float): Unit
open fun setDirection(x: Float, y: Float, z: Float, keepUpOrthonormal: Boolean): Unit
open fun setPosition(x: Float, y: Float, z: Float): Unit
open fun setUp(x: Float, y: Float, z: Float): Unit
fun transform(transform: Matrix4Ro): Unit
fun translate(x: Float, y: Float, z: Float = 0f): Unit
fun translate(vec: Vector3Ro): Unit
fun translate(vec: Vector2Ro): Unit
open val up: Vector3Ro
protected open fun updateFrustum(): Unit
protected open fun updateInvCombined(): Unit
protected abstract fun updateViewProjection(): Unit
open val view: Matrix4Ro
open var viewportHeight: Float
open var viewportWidth: Float
interface CameraRo
Module Contents
open val aspect: Float
abstract fun canvasToGlobal(canvasCoords: Vector3, viewportX: Float, viewportY: Float, viewportWidth: Float, viewportHeight: Float): Vector3
abstract val combined: Matrix4Ro
abstract val direction: Vector3Ro
abstract val far: Float
abstract val frustum: FrustumRo
open fun getPickRay(canvasX: Float, canvasY: Float, viewportX: Float, viewportY: Float, viewportWidth: Float, viewportHeight: Float, out: Ray): Ray
abstract val invCombined: Matrix4Ro
abstract val modTag: ModTagRo
abstract val near: Float
abstract val position: Vector3Ro
open fun project(globalCoords: Vector3, viewportX: Float, viewportY: Float, viewportWidth: Float, viewportHeight: Float): Vector3
abstract val projection: Matrix4Ro
abstract val up: Vector3Ro
abstract val view: Matrix4Ro
abstract var viewportHeight: Float
abstract var viewportWidth: Float
class OrthographicCamera : CameraBase
open class PerspectiveCamera : CameraBase
data class PopUpSpecs
class RgbData
Module Contents
RgbData(width: Int, height: Int, hasAlpha: Boolean)
val bytes: ByteArray
fun copySubRgbData(region: Rectangle): RgbData
fun copySubRgbData(sourceX: Int, sourceY: Int, width: Int, height: Int): RgbData
fun fillRect(x: Int, y: Int, width: Int, height: Int, color: ColorRo): Unit
fun flood(color: ColorRo = Color.CLEAR): Unit
fun get(index: Int): Byte
fun getAlpha(x: Int, y: Int): Float
fun getPixel(x: Int, y: Int, out: Color): Color
val hasAlpha: Boolean
val height: Int
val lastIndex: Int
val numBands: Int
fun rotate90CCW(): Unit
fun rotate90CW(): Unit
val scanSize: Int
operator fun set(index: Int, value: Byte): Unit
fun setPixel(x: Int, y: Int, color: ColorRo): Unit
fun setRect(destX: Int, destY: Int, source: RgbData, sourceX: Int = 0, sourceY: Int = 0, width: Int = source.width - sourceX, height: Int = source.height - sourceY): Unit
val width: Int
enum class Scaling
class SpriteAnimation : ContainerImpl
interface Texture
data class TextureAtlasData
object TextureAtlasDataSerializer : To<TextureAtlasData>, From<TextureAtlasData>
interface Window : Disposable
fun Owned.atlas(init: ComponentInit<AtlasComponent> = {}): AtlasComponent
fun Owned.atlas(atlasPath: String, region: String, init: ComponentInit<AtlasComponent> = {}): AtlasComponent
fun Window.autoCenterCamera(camera: Camera): Disposable
fun Window.centerCamera(camera: Camera): Unit
fun ElementContainer<UiComponent>.contentsAtlas(atlasPath: String, region: String): Unit
fun Scoped.loadAndCacheAtlasPage(atlasPath: String, page: AtlasPageData, group: CachedGroup): Deferred<Texture>
fun Owned.orthographicCamera(autoCenter: Boolean = false, init: OrthographicCamera.() -> Unit = {}): OrthographicCamera
fun Owned.perspectiveCamera(autoCenter: Boolean = false, init: PerspectiveCamera.() -> Unit = {}): PerspectiveCamera
fun rgbData(width: Int, height: Int, hasAlpha: Boolean = true, init: RgbData.() -> Unit): RgbData
fun Matrix4.setToProjection(near: Float, far: Float, fovy: Float, aspectRatio: Float): Matrix4
fun Owned.spriteAnimation(atlasPath: String, regionName: String, startFrame: Int = 0, endFrame: Int = -1, init: ComponentInit<SpriteAnimation> = {}): SpriteAnimation
fun Owned.spriteAnimation(init: ComponentInit<SpriteAnimation> = {}): SpriteAnimation
package com.acornui.core.i18n
Module Contents
class BundleBinding : Scoped, Disposable
interface I18n
interface I18nBundle
class I18nBundleImpl : I18nBundle, Disposable
class I18nImpl : I18n, Disposable
data class Locale
object PropertiesDecorator : Decorator<String, Map<String, String>>
fun Scoped.chooseLocale(supported: List<Locale>): Locale?
fun Scoped.i18n(bundleName: String): BundleBinding
var i18nFallbackPath: String
var i18nPath: String
fun Scoped.loadBundle(bundleName: String, path: String = i18nPath, defaultPath: String = i18nFallbackPath): I18nBundle
fun Scoped.loadBundleForLocale(locale: Locale, bundleName: String, path: String = i18nPath): I18nBundle
fun Scoped.loadBundleForLocale(locales: List<Locale>, bundleName: String, path: String = i18nPath): I18nBundle
package com.acornui.core.input
Module Contents
object Ascii
interface InteractionEvent : InteractionEventRo, Clearable
abstract class InteractionEventBase : InteractionEvent
interface InteractionEventRo : Stoppable
data class InteractionType<out T : InteractionEventRo>
interface InteractivityManager : Disposable
open class InteractivityManagerImpl : InteractivityManager
Module Contents
InteractivityManagerImpl(mouseInput: MouseInput, keyInput: KeyInput, focus: FocusManager)
open fun dispatch(canvasX: Float, canvasY: Float, event: InteractionEvent, useCapture: Boolean, useBubble: Boolean): Unit
open fun dispatch(target: UiComponentRo, event: InteractionEvent, useCapture: Boolean, useBubble: Boolean): Unit
open fun dispose(): Unit
open fun <T : InteractionEventRo> getSignal(host: UiComponentRo, type: InteractionType<T>, isCapture: Boolean): StoppableSignalImpl<T>
open fun init(root: UiComponentRo): Unit
interface KeyInput : KeyState
interface KeyState : Disposable
interface MouseInput : MouseState
interface MouseState : Disposable
open class Propagation : PropagationRo, Clearable
interface PropagationRo
enum class WhichButton
fun UiComponentRo.char(isCapture: Boolean = false): StoppableSignal<CharInteractionRo>
fun UiComponentRo.clipboardCopy(isCapture: Boolean = false): StoppableSignal<CopyInteractionRo>
fun UiComponentRo.clipboardCut(isCapture: Boolean = false): StoppableSignal<CopyInteractionRo>
fun UiComponentRo.clipboardPaste(isCapture: Boolean = false): StoppableSignal<PasteInteractionRo>
fun UiComponentRo.keyDown(isCapture: Boolean = false): StoppableSignal<KeyInteractionRo>
fun UiComponentRo.keyUp(isCapture: Boolean = false): StoppableSignal<KeyInteractionRo>
fun UiComponentRo.mouseDown(isCapture: Boolean = false): StoppableSignal<MouseInteractionRo>
fun UiComponentRo.mouseMove(isCapture: Boolean = false): StoppableSignal<MouseInteractionRo>
fun UiComponentRo.mouseOut(isCapture: Boolean = false): StoppableSignal<MouseInteractionRo>
fun UiComponentRo.mouseOver(isCapture: Boolean = false): StoppableSignal<MouseInteractionRo>
fun UiComponentRo.mouseUp(isCapture: Boolean = false): StoppableSignal<MouseInteractionRo>
fun UiComponentRo.touchCancel(isCapture: Boolean = false): StoppableSignal<TouchInteractionRo>
fun UiComponentRo.touchEnd(isCapture: Boolean = false): StoppableSignal<TouchInteractionRo>
fun UiComponentRo.touchMove(isCapture: Boolean = false): StoppableSignal<TouchInteractionRo>
fun UiComponentRo.touchStart(isCapture: Boolean = false): StoppableSignal<TouchInteractionRo>
fun UiComponentRo.wheel(isCapture: Boolean = false): StoppableSignal<WheelInteractionRo>
package com.acornui.core.input.interaction
Module Contents
open class CharInteraction : InteractionEventBase, CharInteractionRo
interface CharInteractionRo : InteractionEventRo
abstract class ClickDispatcher : Scoped, Disposable
open class ClickInteraction : ClickInteractionRo, MouseInteraction
interface ClickInteractionRo : MouseInteractionRo
class ClipboardFile
class ClipboardItemType<T : Any>
class ContextMenuGroup
class ContextMenuInteraction : InteractionEventBase, ContextMenuInteractionRo
interface ContextMenuInteractionRo : InteractionEventRo
class ContextMenuItem
class ContextMenuManager : Owned, Disposable
class ContextMenuStyle : StyleBase
class ContextMenuView : ContainerImpl
interface CopyInteractionRo : InteractionEventRo
class DownRepeat : Disposable
class DownRepeatStyle : StyleBase
class DragAttachment : Disposable
class DragInteraction : InteractionEventBase, DragInteractionRo
interface DragInteractionRo : InteractionEventRo
data class Hotkey
class JvmClickDispatcher : ClickDispatcher
open class KeyInteraction : InteractionEventBase, KeyInteractionRo
interface KeyInteractionRo : InteractionEventRo
enum class KeyLocation
open class MouseInteraction : InteractionEventBase, MouseInteractionRo
interface MouseInteractionRo : InteractionEventRo
class MouseUpOutside : StoppableSignalImpl<MouseInteraction>
interface PasteInteractionRo : InteractionEventRo
class Touch : TouchRo, Clearable
class TouchInteraction : TouchInteractionRo, InteractionEventBase
interface TouchInteractionRo : InteractionEventRo
interface TouchRo
class UndoDispatcher : Scoped, Disposable
class UndoInteraction : UndoInteractionRo, InteractionEventBase
interface UndoInteractionRo : InteractionEventRo
class WheelInteraction : MouseInteraction, WheelInteractionRo
interface WheelInteractionRo : MouseInteractionRo
fun UiComponentRo.backClick(isCapture: Boolean = false): StoppableSignal<ClickInteractionRo>
fun Hotkey.bind(component: UiComponent, callback: (KeyInteractionRo) -> Unit): Unit
fun UiComponentRo.click(isCapture: Boolean = false): StoppableSignal<ClickInteractionRo>
fun UiComponentRo.contextMenu(: Boolean = false): StoppableSignal<ContextMenuInteractionRo>
fun UiComponentRo.disableDownRepeat(): Unit
fun UiComponentRo.dispatchClick(): Unit
fun UiComponentRo.downRepeatEnabled(): Boolean
fun UiComponentRo.drag(): Signal<(DragInteractionRo) -> Unit>
fun UiComponentRo.dragAttachment(affordance: Float = DragAttachment.DEFAULT_AFFORDANCE): DragAttachment
fun UiComponentRo.dragEnd(): Signal<(DragInteractionRo) -> Unit>
fun UiComponentRo.dragStart(): Signal<(DragInteractionRo) -> Unit>
fun UiComponentRo.enableDownRepeat(): DownRepeat
fun UiComponentRo.enableDownRepeat(repeatDelay: Float, repeatInterval: Float): DownRepeat
fun UiComponentRo.forwardClick(isCapture: Boolean = false): StoppableSignal<ClickInteractionRo>
fun UiComponentRo.middleClick(isCapture: Boolean = false): StoppableSignal<ClickInteractionRo>
fun UiComponentRo.mouseUpOutside(): StoppableSignal<MouseInteraction>
fun UiComponentRo.redo(isCapture: Boolean = false): StoppableSignal<UndoInteractionRo>
fun UiComponentRo.rightClick(isCapture: Boolean = false): StoppableSignal<ClickInteractionRo>
fun UiComponentRo.rollOut(isCapture: Boolean = false): StoppableSignal<MouseInteractionRo>
fun UiComponentRo.rollOver(isCapture: Boolean = false): StoppableSignal<MouseInteractionRo>
fun UiComponentRo.undo(isCapture: Boolean = false): StoppableSignal<UndoInteractionRo>
package com.acornui.core.io
package com.acornui.core.io.file
package com.acornui.core.mvc
package com.acornui.core.nav
package com.acornui.core.observe
package com.acornui.core.persistance
package com.acornui.core.popup
package com.acornui.core.request
Module Contents
class ByteArrayFormItem : FormDataItem
interface FormDataItem
class MultipartFormData : Clearable, MultipartFormDataRo
interface MultipartFormDataRo
interface Request<out T> : Progress, CancelableDeferred<T>
open class ResponseException : Throwable
interface RestServiceFactory
class StringFormItem : FormDataItem
data class UrlRequestData
Module Contents
UrlRequestData(url: String = "", method: String = UrlRequestMethod.GET, : Map<String, String> = HashMap(), user: String? = null, password: String? = null, formData: MultipartFormDataRo? = null, variables: UrlParams? = null, body: String? = null, timeout: Long = 0L)
var body: String?
val formData: MultipartFormDataRo?
val headers: Map<String, String>
val method: String
val password: String?
val timeout: Long
val url: String
val user: String?
var variables: UrlParams?
object UrlRequestMethod
fun Scoped.createBinaryRequest(requestData: UrlRequestData): Request<NativeBuffer<Byte>>
fun Scoped.createTextRequest(requestData: UrlRequestData): Request<String>
package com.acornui.core.selection
package com.acornui.core.text
package com.acornui.core.time
Module Contents
interface CallbackWrapper : Disposable
val DATE_PARSER: DKey<StringParser<Date>>
interface Date : Comparable<Date>
class DateUtil
enum class Era
object Eras
object Months
interface TimeDriver : Parent<UpdatableChild>, Updatable
open class TimeDriverImpl : TimeDriver, Disposable
interface TimeProvider
fun Scoped.averagedMeasure(inner: () -> Unit): Unit
fun Scoped.callLater(callback: () -> Unit): Disposable
fun callLater(timeDriver: TimeDriver, callback: () -> Unit): Disposable
suspend fun Scoped.delay(duration: Float): Unit
fun Scoped.delayedCallback(duration: Float, callback: () -> Unit): CallbackWrapper
fun Scoped.drive(update: (stepTime: Float) -> Unit): UpdatableChild
fun Scoped.enterFrame(repetitions: Int = -1, callback: () -> Unit): Disposable
fun enterFrame(timeDriver: TimeDriver, repetitions: Int = -1, callback: () -> Unit): Disposable
fun Scoped.limitedCallback(duration: Float, callback: () -> Unit): CallbackWrapper
inline fun Scoped.measure(inner: () -> Unit): Unit
fun UiComponentRo.onTick(callback: (stepTime: Float) -> Unit): Disposable
fun Scoped.parseDate(dateStr: String): Date
fun printFrameMeasure(): Unit
var time: TimeProvider
fun Scoped.timer(duration: Float, repetitions: Int = 1, delay: Float = 0f, callback: () -> Unit): Disposable
fun timer(timeDriver: TimeDriver, duration: Float, repetitions: Int = 1, delay: Float = 0f, callback: () -> Unit): Disposable
package com.acornui.core.tween
Module Contents
class CallbackTween : TweenBase
class TimelineTween : TweenBase
Module Contents
TimelineTween(ease: Interpolation, delay: Float, loop: Boolean)
fun add(tween: Tween, offset: Float = 0f): Unit
fun add(index: Int, tween: Tween, offset: Float = 0f): Unit
val children: List<Tween>
val duration: Float
val durationInv: Float
val offsets: List<Float>
fun remove(tween: Tween): Boolean
fun remove(index: Int): Unit
fun stagger(tween: Tween, offset: Float = 0.25f): Unit
fun then(tween: Tween, offset: Float = 0f): Unit
var timeScale: Float
fun updateToTime(lastTime: Float, newTime: Float, apparentLastTime: Float, apparentNewTime: Float, jump: Boolean): Unit
interface Tween
abstract class TweenBase : Tween
class TweenDriver : UpdatableChildBase, Disposable
class TweenImpl : TweenBase
object TweenRegistry
fun createPropertyTween(target: Any, property: String, duration: Float, ease: Interpolation, getter: () -> Float, setter: (Float) -> Unit, targetValue: Float, delay: Float = 0f, loop: Boolean = false): Tween
fun <T : Tween> T.drive(timeDriver: TimeDriver): T
fun <T : Tween> Scoped.driveTween(tween: T): T
fun killTween(target: Any, property: String, finish: Boolean = true): Unit
fun killTween(target: Any, finish: Boolean = true): Unit
fun relativeTween(delta: Float, duration: Float, ease: Interpolation, delay: Float = 0f, loop: Boolean = false, getter: () -> Float, setter: (Float) -> Unit): Tween
fun timelineTween(ease: Interpolation = Easing.linear, delay: Float = 0f, loop: Boolean = false): TimelineTween
fun toFromTween(start: Float, end: Float, duration: Float, ease: Interpolation, delay: Float = 0f, loop: Boolean = false, setter: (Float) -> Unit): Tween
fun tween(duration: Float, ease: Interpolation, delay: Float = 0f, loop: Boolean = false, tween: (previousAlpha: Float, currentAlpha: Float) -> Unit): Tween
fun UiComponent.tweenAlpha(duration: Float, ease: Interpolation, toAlpha: Float, delay: Float = 0f): Tween
fun tweenCall(delay: Float = 0f, setter: () -> Unit): Tween
fun UiComponent.tweenRotation(duration: Float, ease: Interpolation, toRotation: Float, delay: Float = 0f): Tween
fun UiComponent.tweenRotationX(duration: Float, ease: Interpolation, toRotationX: Float, delay: Float = 0f): Tween
fun UiComponent.tweenRotationY(duration: Float, ease: Interpolation, toRotationY: Float, delay: Float = 0f): Tween
fun UiComponent.tweenScaleX(duration: Float, ease: Interpolation, toScaleX: Float, delay: Float = 0f): Tween
fun UiComponent.tweenScaleY(duration: Float, ease: Interpolation, toScaleY: Float, delay: Float = 0f): Tween
fun UiComponent.tweenTint(duration: Float, ease: Interpolation, toTint: Color, delay: Float = 0f): Tween
fun UiComponent.tweenX(duration: Float, ease: Interpolation, toX: Float, delay: Float = 0f): Tween
fun UiComponent.tweenY(duration: Float, ease: Interpolation, toY: Float, delay: Float = 0f): Tween
fun UiComponent.tweenZ(duration: Float, ease: Interpolation, toZ: Float, delay: Float = 0f): Tween
package com.acornui.core.tween.animation
package com.acornui.factory
package com.acornui.file
package com.acornui.gl.core
Module Contents
class BufferTexture : GlTextureBase
enum class BufferUsage
const val DEFAULT_SHADER_HEADER: String
class DefaultShaderProgram : ShaderProgramBase
class Framebuffer : Disposable
class FullScreenFramebuffer : Scoped
interface Gl20
Module Contents
const val ACTIVE_ATTRIBUTES: Int
const val ACTIVE_ATTRIBUTE_MAX_LENGTH: Int
const val ACTIVE_TEXTURE: Int
const val ACTIVE_UNIFORMS: Int
const val ACTIVE_UNIFORM_MAX_LENGTH: Int
const val ALIASED_LINE_WIDTH_RANGE: Int
const val ALIASED_POINT_SIZE_RANGE: Int
const val ALPHA: Int
const val ALPHA_BITS: Int
const val ALWAYS: Int
const val ARRAY_BUFFER: Int
const val ARRAY_BUFFER_BINDING: Int
const val ATTACHED_SHADERS: Int
const val BACK: Int
const val BLEND: Int
const val BLEND_COLOR: Int
const val BLEND_DST_ALPHA: Int
const val BLEND_DST_RGB: Int
const val BLEND_EQUATION: Int
const val BLEND_EQUATION_ALPHA: Int
const val BLEND_EQUATION_RGB: Int
const val BLEND_SRC_ALPHA: Int
const val BLEND_SRC_RGB: Int
const val BLUE_BITS: Int
const val BOOL: Int
const val BOOL_VEC2: Int
const val BOOL_VEC3: Int
const val BOOL_VEC4: Int
const val BUFFER_SIZE: Int
const val BUFFER_USAGE: Int
const val BYTE: Int
const val CCW: Int
const val CLAMP_TO_EDGE: Int
const val COLOR_ATTACHMENT0: Int
const val COLOR_BUFFER_BIT: Int
const val COLOR_CLEAR_VALUE: Int
const val COLOR_WRITEMASK: Int
const val COMPILE_STATUS: Int
const val COMPRESSED_TEXTURE_FORMATS: Int
const val CONSTANT_ALPHA: Int
const val CONSTANT_COLOR: Int
const val CULL_FACE: Int
const val CULL_FACE_MODE: Int
const val CURRENT_PROGRAM: Int
const val CURRENT_VERTEX_ATTRIB: Int
const val CW: Int
companion object Companion : DKey<Gl20>
const val DECR: Int
const val DECR_WRAP: Int
const val DELETE_STATUS: Int
const val DEPTH_ATTACHMENT: Int
const val DEPTH_BITS: Int
const val DEPTH_BUFFER_BIT: Int
const val DEPTH_CLEAR_VALUE: Int
const val DEPTH_COMPONENT: Int
const val DEPTH_COMPONENT16: Int
const val DEPTH_FUNC: Int
const val DEPTH_RANGE: Int
const val DEPTH_STENCIL: Int
const val DEPTH_STENCIL_ATTACHMENT: Int
const val DEPTH_TEST: Int
const val DEPTH_WRITEMASK: Int
const val DITHER: Int
const val DONT_CARE: Int
const val DST_ALPHA: Int
const val DST_COLOR: Int
const val DYNAMIC_DRAW: Int
const val ELEMENT_ARRAY_BUFFER: Int
const val ELEMENT_ARRAY_BUFFER_BINDING: Int
const val EQUAL: Int
const val FALSE: Int
const val FASTEST: Int
const val FLOAT: Int
const val FLOAT_MAT2: Int
const val FLOAT_MAT3: Int
const val FLOAT_MAT4: Int
const val FLOAT_VEC2: Int
const val FLOAT_VEC3: Int
const val FLOAT_VEC4: Int
const val FRAGMENT_SHADER: Int
const val FRAMEBUFFER: Int
const val FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: Int
const val FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: Int
const val FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: Int
const val FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: Int
const val FRAMEBUFFER_BINDING: Int
const val FRAMEBUFFER_COMPLETE: Int
const val FRAMEBUFFER_INCOMPLETE_ATTACHMENT: Int
const val FRAMEBUFFER_INCOMPLETE_DIMENSIONS: Int
const val FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: Int
const val FRAMEBUFFER_UNSUPPORTED: Int
const val FRONT: Int
const val FRONT_AND_BACK: Int
const val FRONT_FACE: Int
const val FUNC_ADD: Int
const val FUNC_REVERSE_SUBTRACT: Int
const val FUNC_SUBTRACT: Int
const val GENERATE_MIPMAP_HINT: Int
const val GEQUAL: Int
const val GREATER: Int
const val GREEN_BITS: Int
const val HIGH_FLOAT: Int
const val HIGH_INT: Int
const val IMPLEMENTATION_COLOR_READ_FORMAT: Int
const val IMPLEMENTATION_COLOR_READ_TYPE: Int
const val INCR: Int
const val INCR_WRAP: Int
const val INFO_LOG_LENGTH: Int
const val INT: Int
const val INT_VEC2: Int
const val INT_VEC3: Int
const val INT_VEC4: Int
const val INVALID_ENUM: Int
const val INVALID_FRAMEBUFFER_OPERATION: Int
const val INVALID_OPERATION: Int
const val INVALID_VALUE: Int
const val INVERT: Int
const val KEEP: Int
const val LEQUAL: Int
const val LESS: Int
const val LINEAR: Int
const val LINEAR_MIPMAP_LINEAR: Int
const val LINEAR_MIPMAP_NEAREST: Int
const val LINES: Int
const val LINE_LOOP: Int
const val LINE_STRIP: Int
const val LINE_WIDTH: Int
const val LINK_STATUS: Int
const val LOW_FLOAT: Int
const val LOW_INT: Int
const val LUMINANCE: Int
const val LUMINANCE_ALPHA: Int
const val MAX_COMBINED_TEXTURE_IMAGE_UNITS: Int
const val MAX_CUBE_MAP_TEXTURE_SIZE: Int
const val MAX_FRAGMENT_UNIFORM_VECTORS: Int
const val MAX_RENDERBUFFER_SIZE: Int
const val MAX_TEXTURE_IMAGE_UNITS: Int
const val MAX_TEXTURE_SIZE: Int
const val MAX_VARYING_VECTORS: Int
const val MAX_VERTEX_ATTRIBS: Int
const val MAX_VERTEX_TEXTURE_IMAGE_UNITS: Int
const val MAX_VERTEX_UNIFORM_VECTORS: Int
const val MAX_VIEWPORT_DIMS: Int
const val MEDIUM_FLOAT: Int
const val MEDIUM_INT: Int
const val MIRRORED_REPEAT: Int
const val NEAREST: Int
const val NEAREST_MIPMAP_LINEAR: Int
const val NEAREST_MIPMAP_NEAREST: Int
const val NEVER: Int
const val NICEST: Int
const val NONE: Int
const val NOTEQUAL: Int
const val NO_ERROR: Int
const val NUM_COMPRESSED_TEXTURE_FORMATS: Int
const val ONE: Int
const val ONE_MINUS_CONSTANT_ALPHA: Int
const val ONE_MINUS_CONSTANT_COLOR: Int
const val ONE_MINUS_DST_ALPHA: Int
const val ONE_MINUS_DST_COLOR: Int
const val ONE_MINUS_SRC_ALPHA: Int
const val ONE_MINUS_SRC_COLOR: Int
const val OUT_OF_MEMORY: Int
const val PACK_ALIGNMENT: Int
const val POINTS: Int
const val POLYGON_OFFSET_FACTOR: Int
const val POLYGON_OFFSET_FILL: Int
const val POLYGON_OFFSET_UNITS: Int
const val RED_BITS: Int
const val RENDERBUFFER: Int
const val RENDERBUFFER_ALPHA_SIZE: Int
const val RENDERBUFFER_BINDING: Int
const val RENDERBUFFER_BLUE_SIZE: Int
const val RENDERBUFFER_DEPTH_SIZE: Int
const val RENDERBUFFER_GREEN_SIZE: Int
const val RENDERBUFFER_HEIGHT: Int
const val RENDERBUFFER_INTERNAL_FORMAT: Int
const val RENDERBUFFER_RED_SIZE: Int
const val RENDERBUFFER_STENCIL_SIZE: Int
const val RENDERBUFFER_WIDTH: Int
const val RENDERER: Int
const val REPEAT: Int
const val REPLACE: Int
const val RGB: Int
const val RGB565: Int
const val RGB5_A1: Int
const val RGBA: Int
const val RGBA4: Int
const val SAMPLER_2D: Int
const val SAMPLER_CUBE: Int
const val SAMPLES: Int
const val SAMPLE_ALPHA_TO_COVERAGE: Int
const val SAMPLE_BUFFERS: Int
const val SAMPLE_COVERAGE: Int
const val SAMPLE_COVERAGE_INVERT: Int
const val SAMPLE_COVERAGE_VALUE: Int
const val SCISSOR_BOX: Int
const val SCISSOR_TEST: Int
const val SHADER_SOURCE_LENGTH: Int
const val SHADER_TYPE: Int
const val SHADING_LANGUAGE_VERSION: Int
const val SHORT: Int
const val SRC_ALPHA: Int
const val SRC_ALPHA_SATURATE: Int
const val SRC_COLOR: Int
const val STATIC_DRAW: Int
const val STENCIL_ATTACHMENT: Int
const val STENCIL_BACK_FAIL: Int
const val STENCIL_BACK_FUNC: Int
const val STENCIL_BACK_PASS_DEPTH_FAIL: Int
const val STENCIL_BACK_PASS_DEPTH_PASS: Int
const val STENCIL_BACK_REF: Int
const val STENCIL_BACK_VALUE_MASK: Int
const val STENCIL_BACK_WRITEMASK: Int
const val STENCIL_BITS: Int
const val STENCIL_BUFFER_BIT: Int
const val STENCIL_CLEAR_VALUE: Int
const val STENCIL_FAIL: Int
const val STENCIL_FUNC: Int
const val STENCIL_INDEX: Int
const val STENCIL_INDEX8: Int
const val STENCIL_PASS_DEPTH_FAIL: Int
const val STENCIL_PASS_DEPTH_PASS: Int
const val STENCIL_REF: Int
const val STENCIL_TEST: Int
const val STENCIL_VALUE_MASK: Int
const val STENCIL_WRITEMASK: Int
const val STREAM_DRAW: Int
const val SUBPIXEL_BITS: Int
const val TEXTURE: Int
const val TEXTURE0: Int
const val TEXTURE1: Int
const val TEXTURE10: Int
const val TEXTURE11: Int
const val TEXTURE12: Int
const val TEXTURE13: Int
const val TEXTURE14: Int
const val TEXTURE15: Int
const val TEXTURE16: Int
const val TEXTURE17: Int
const val TEXTURE18: Int
const val TEXTURE19: Int
const val TEXTURE2: Int
const val TEXTURE20: Int
const val TEXTURE21: Int
const val TEXTURE22: Int
const val TEXTURE23: Int
const val TEXTURE24: Int
const val TEXTURE25: Int
const val TEXTURE26: Int
const val TEXTURE27: Int
const val TEXTURE28: Int
const val TEXTURE29: Int
const val TEXTURE3: Int
const val TEXTURE30: Int
const val TEXTURE31: Int
const val TEXTURE4: Int
const val TEXTURE5: Int
const val TEXTURE6: Int
const val TEXTURE7: Int
const val TEXTURE8: Int
const val TEXTURE9: Int
const val TEXTURE_2D: Int
const val TEXTURE_BINDING_2D: Int
const val TEXTURE_BINDING_CUBE_MAP: Int
const val TEXTURE_CUBE_MAP: Int
const val TEXTURE_CUBE_MAP_NEGATIVE_X: Int
const val TEXTURE_CUBE_MAP_NEGATIVE_Y: Int
const val TEXTURE_CUBE_MAP_NEGATIVE_Z: Int
const val TEXTURE_CUBE_MAP_POSITIVE_X: Int
const val TEXTURE_CUBE_MAP_POSITIVE_Y: Int
const val TEXTURE_CUBE_MAP_POSITIVE_Z: Int
const val TEXTURE_MAG_FILTER: Int
const val TEXTURE_MIN_FILTER: Int
const val TEXTURE_WRAP_S: Int
const val TEXTURE_WRAP_T: Int
const val TRIANGLES: Int
const val TRIANGLE_FAN: Int
const val TRIANGLE_STRIP: Int
const val TRUE: Int
const val UNPACK_ALIGNMENT: Int
const val UNSIGNED_BYTE: Int
const val UNSIGNED_INT: Int
const val UNSIGNED_SHORT: Int
const val UNSIGNED_SHORT_4_4_4_4: Int
const val UNSIGNED_SHORT_5_5_5_1: Int
const val UNSIGNED_SHORT_5_6_5: Int
const val VALIDATE_STATUS: Int
const val VENDOR: Int
const val VERSION: Int
const val VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: Int
const val VERTEX_ATTRIB_ARRAY_ENABLED: Int
const val VERTEX_ATTRIB_ARRAY_NORMALIZED: Int
const val VERTEX_ATTRIB_ARRAY_POINTER: Int
const val VERTEX_ATTRIB_ARRAY_SIZE: Int
const val VERTEX_ATTRIB_ARRAY_STRIDE: Int
const val VERTEX_ATTRIB_ARRAY_TYPE: Int
const val VERTEX_SHADER: Int
const val VIEWPORT: Int
const val ZERO: Int
abstract fun activeTexture(texture: Int): Unit
abstract fun attachShader(program: GlProgramRef, shader: GlShaderRef): Unit
abstract fun bindAttribLocation(program: GlProgramRef, index: Int, name: String): Unit
abstract fun bindBuffer(target: Int, buffer: GlBufferRef?): Unit
abstract fun bindFramebuffer(target: Int, framebuffer: GlFramebufferRef?): Unit
abstract fun bindRenderbuffer(target: Int, renderbuffer: GlRenderbufferRef?): Unit
abstract fun bindTexture(target: Int, texture: GlTextureRef?): Unit
abstract fun blendColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
abstract fun blendEquation(mode: Int): Unit
abstract fun blendEquationSeparate(modeRGB: Int, modeAlpha: Int): Unit
abstract fun blendFunc(sfactor: Int, dfactor: Int): Unit
abstract fun blendFuncSeparate(srcRGB: Int, dstRGB: Int, srcAlpha: Int, dstAlpha: Int): Unit
abstract fun bufferData(target: Int, size: Int, usage: Int): Unit
abstract fun bufferDatabv(target: Int, data: NativeBuffer<Byte>, usage: Int): Unit
abstract fun bufferDatafv(target: Int, data: NativeBuffer<Float>, usage: Int): Unit
abstract fun bufferDatasv(target: Int, data: NativeBuffer<Short>, usage: Int): Unit
abstract fun bufferSubDatafv(target: Int, offset: Int, data: NativeBuffer<Float>): Unit
abstract fun bufferSubDatasv(target: Int, offset: Int, data: NativeBuffer<Short>): Unit
abstract fun checkFramebufferStatus(target: Int): Int
abstract fun clear(mask: Int): Unit
abstract fun clearColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun clearColor(color: ColorRo): Unit
abstract fun clearDepth(depth: Float): Unit
abstract fun clearStencil(s: Int): Unit
abstract fun colorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit
abstract fun compileShader(shader: GlShaderRef): Unit
abstract fun copyTexImage2D(target: Int, level: Int, internalFormat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit
abstract fun copyTexSubImage2D(target: Int, level: Int, xOffset: Int, yOffset: Int, x: Int, y: Int, width: Int, height: Int): Unit
abstract fun createBuffer(): GlBufferRef
abstract fun createFramebuffer(): GlFramebufferRef
abstract fun createProgram(): GlProgramRef
abstract fun createRenderbuffer(): GlRenderbufferRef
abstract fun createShader(type: Int): GlShaderRef
abstract fun createTexture(): GlTextureRef
abstract fun cullFace(mode: Int): Unit
abstract fun deleteBuffer(buffer: GlBufferRef): Unit
abstract fun deleteFramebuffer(framebuffer: GlFramebufferRef): Unit
abstract fun deleteProgram(program: GlProgramRef): Unit
abstract fun deleteRenderbuffer(renderbuffer: GlRenderbufferRef): Unit
abstract fun deleteShader(shader: GlShaderRef): Unit
abstract fun deleteTexture(texture: GlTextureRef): Unit
abstract fun depthFunc(func: Int): Unit
abstract fun depthMask(flag: Boolean): Unit
abstract fun depthRange(zNear: Float, zFar: Float): Unit
abstract fun detachShader(program: GlProgramRef, shader: GlShaderRef): Unit
abstract fun disable(cap: Int): Unit
abstract fun disableVertexAttribArray(index: Int): Unit
abstract fun drawArrays(mode: Int, first: Int, count: Int): Unit
abstract fun drawElements(mode: Int, count: Int, type: Int, offset: Int): Unit
abstract fun enable(cap: Int): Unit
abstract fun enableVertexAttribArray(index: Int): Unit
abstract fun finish(): Unit
abstract fun flush(): Unit
abstract fun framebufferRenderbuffer(target: Int, attachment: Int, renderbufferTarget: Int, renderbuffer: GlRenderbufferRef): Unit
abstract fun framebufferTexture2D(target: Int, attachment: Int, textureTarget: Int, texture: GlTextureRef, level: Int): Unit
abstract fun frontFace(mode: Int): Unit
abstract fun generateMipmap(target: Int): Unit
abstract fun getActiveAttrib(program: GlProgramRef, index: Int): GlActiveInfoRef
abstract fun getActiveUniform(program: GlProgramRef, index: Int): GlActiveInfoRef
abstract fun getAttachedShaders(program: GlProgramRef): Array<GlShaderRef>
abstract fun getAttribLocation(program: GlProgramRef, name: String): Int
abstract fun getBufferParameter(target: Int, pName: Int): Int
abstract fun getError(): Int
abstract fun getFramebufferAttachmentParameteri(target: Int, attachment: Int, pName: Int): Int
abstract fun getParameterb(pName: Int): Boolean
abstract fun getParameteri(pName: Int): Int
abstract fun getProgramInfoLog(program: GlProgramRef): String?
abstract fun getProgramParameterb(program: GlProgramRef, pName: Int): Boolean
abstract fun getProgramParameteri(program: GlProgramRef, pName: Int): Int
abstract fun getRenderbufferParameter(target: Int, pName: Int): Int
abstract fun getShaderInfoLog(shader: GlShaderRef): String?
abstract fun getShaderParameterb(shader: GlShaderRef, pName: Int): Boolean
abstract fun getShaderParameteri(shader: GlShaderRef, pName: Int): Int
abstract fun getSupportedExtensions(): List<String>
abstract fun getTexParameter(target: Int, pName: Int): Int
abstract fun getUniformLocation(program: GlProgramRef, name: String): GlUniformLocationRef?
abstract fun getUniformb(program: GlProgramRef, location: GlUniformLocationRef): Boolean
abstract fun getUniformf(program: GlProgramRef, location: GlUniformLocationRef): Float
abstract fun getUniformi(program: GlProgramRef, location: GlUniformLocationRef): Int
abstract fun getVertexAttribb(index: Int, pName: Int): Boolean
abstract fun getVertexAttribi(index: Int, pName: Int): Int
abstract fun hint(target: Int, mode: Int): Unit
abstract fun isBuffer(buffer: GlBufferRef): Boolean
abstract fun isEnabled(cap: Int): Boolean
abstract fun isFramebuffer(framebuffer: GlFramebufferRef): Boolean
abstract fun isProgram(program: GlProgramRef): Boolean
abstract fun isRenderbuffer(renderbuffer: GlRenderbufferRef): Boolean
abstract fun isShader(shader: GlShaderRef): Boolean
abstract fun isTexture(texture: GlTextureRef): Boolean
abstract fun lineWidth(width: Float): Unit
abstract fun linkProgram(program: GlProgramRef): Unit
abstract fun pixelStorei(pName: Int, param: Int): Unit
abstract fun polygonOffset(factor: Float, units: Float): Unit
abstract fun readPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: NativeBuffer<Byte>): Unit
abstract fun renderbufferStorage(target: Int, internalFormat: Int, width: Int, height: Int): Unit
abstract fun sampleCoverage(value: Float, invert: Boolean): Unit
abstract fun scissor(x: Int, y: Int, width: Int, height: Int): Unit
abstract fun shaderSource(shader: GlShaderRef, source: String): Unit
abstract fun stencilFunc(func: Int, ref: Int, mask: Int): Unit
abstract fun stencilFuncSeparate(face: Int, func: Int, ref: Int, mask: Int): Unit
abstract fun stencilMask(mask: Int): Unit
abstract fun stencilMaskSeparate(face: Int, mask: Int): Unit
abstract fun stencilOp(fail: Int, zfail: Int, zpass: Int): Unit
abstract fun stencilOpSeparate(face: Int, fail: Int, zfail: Int, zpass: Int): Unit
abstract fun texImage2D(target: Int, level: Int, internalFormat: Int, format: Int, type: Int, texture: Texture): Unit
abstract fun texImage2Db(target: Int, level: Int, internalFormat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: NativeBuffer<Byte>?): Unit
abstract fun texImage2Df(target: Int, level: Int, internalFormat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: NativeBuffer<Float>?): Unit
abstract fun texParameterf(target: Int, pName: Int, param: Float): Unit
abstract fun texParameteri(target: Int, pName: Int, param: Int): Unit
abstract fun texSubImage2D(target: Int, level: Int, xOffset: Int, yOffset: Int, format: Int, type: Int, texture: Texture): Unit
abstract fun uniform1f(location: GlUniformLocationRef, x: Float): Unit
abstract fun uniform1fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
abstract fun uniform1i(location: GlUniformLocationRef, x: Int): Unit
abstract fun uniform1iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
abstract fun uniform2f(location: GlUniformLocationRef, x: Float, y: Float): Unit
open fun uniform2f(location: GlUniformLocationRef, v: Vector2): Unit
abstract fun uniform2fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
abstract fun uniform2i(location: GlUniformLocationRef, x: Int, y: Int): Unit
abstract fun uniform2iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
abstract fun uniform3f(location: GlUniformLocationRef, x: Float, y: Float, z: Float): Unit
open fun uniform3f(location: GlUniformLocationRef, v: Vector3): Unit
open fun uniform3f(location: GlUniformLocationRef, c: ColorRo): Unit
abstract fun uniform3fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
abstract fun uniform3i(location: GlUniformLocationRef, x: Int, y: Int, z: Int): Unit
abstract fun uniform3iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
abstract fun uniform4f(location: GlUniformLocationRef, x: Float, y: Float, z: Float, w: Float): Unit
open fun uniform4f(location: GlUniformLocationRef, color: ColorRo): Unit
abstract fun uniform4fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
abstract fun uniform4i(location: GlUniformLocationRef, x: Int, y: Int, z: Int, w: Int): Unit
abstract fun uniform4iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
abstract fun uniformMatrix2fv(location: GlUniformLocationRef, transpose: Boolean, value: NativeBuffer<Float>): Unit
abstract fun uniformMatrix3fv(location: GlUniformLocationRef, transpose: Boolean, value: NativeBuffer<Float>): Unit
abstract fun uniformMatrix4fv(location: GlUniformLocationRef, transpose: Boolean, value: NativeBuffer<Float>): Unit
abstract fun useProgram(program: GlProgramRef?): Unit
abstract fun validateProgram(program: GlProgramRef): Unit
abstract fun vertexAttrib1f(index: Int, x: Float): Unit
abstract fun vertexAttrib1fv(index: Int, values: NativeBuffer<Float>): Unit
abstract fun vertexAttrib2f(index: Int, x: Float, y: Float): Unit
abstract fun vertexAttrib2fv(index: Int, values: NativeBuffer<Float>): Unit
abstract fun vertexAttrib3f(index: Int, x: Float, y: Float, z: Float): Unit
abstract fun vertexAttrib3fv(index: Int, values: NativeBuffer<Float>): Unit
abstract fun vertexAttrib4f(index: Int, x: Float, y: Float, z: Float, w: Float): Unit
abstract fun vertexAttrib4fv(index: Int, values: NativeBuffer<Float>): Unit
abstract fun vertexAttribPointer(index: Int, size: Int, type: Int, normalized: Boolean, stride: Int, offset: Int): Unit
abstract fun viewport(x: Int, y: Int, width: Int, height: Int): Unit
interface GlActiveInfoRef
interface GlBufferRef
interface GlFramebufferRef
interface GlProgramRef
interface GlRenderbufferRef
interface GlShaderRef
class GlState : Disposable
abstract class GlTextureBase : Texture
interface GlTextureRef
interface GlUniformLocationRef
interface IndexFeed
class RgbTexture : GlTextureBase
interface ShaderBatch : Disposable, VertexFeed, IndexFeed
class ShaderBatchImpl : ShaderBatch, Disposable
class ShaderCompileException : Throwable
interface ShaderProgram : Disposable
abstract class ShaderProgramBase : ShaderProgram
Module Contents
ShaderProgramBase(gl: Gl20, vertexShaderSrc: String, fragmentShaderSrc: String, vertexAttributes: Map<Int, String> = hashMapOf(
Pair(VertexAttributeUsage.POSITION, ShaderProgram.A_POSITION),
Pair(VertexAttributeUsage.NORMAL, ShaderProgram.A_NORMAL),
Pair(VertexAttributeUsage.COLOR_TINT, ShaderProgram.A_COLOR_TINT),
Pair(VertexAttributeUsage.TEXTURE_COORD, ShaderProgram.A_TEXTURE_COORD + "0")
))
protected val _program: GlProgramRef
open fun bind(): Unit
open fun dispose(): Unit
open fun getAttributeLocation(name: String): Int
open fun getAttributeLocationByUsage(usage: Int): Int
open fun getUniformLocation(name: String): GlUniformLocationRef?
val gl: Gl20
open val program: GlProgramRef
open fun unbind(): Unit
class StaticShaderBatchImpl : ShaderBatch, Clearable, Disposable
enum class TextureMagFilter
enum class TextureMinFilter
enum class TexturePixelFormat
enum class TexturePixelType
enum class TextureTarget
enum class TextureWrapMode
class Vertex : Clearable, VertexRo
Module Contents
Vertex(position: Vector3 = Vector3(), normal: Vector3 = Vector3(), colorTint: Color = Color.WHITE.copy(), u: Float = 0f, v: Float = 0f)
fun clear(): Unit
val colorTint: Color
fun equals(other: Any?): Boolean
fun free(): Unit
fun hashCode(): Int
val normal: Vector3
fun obtain(): Vertex
fun obtain(copy: VertexRo): Vertex
fun obtain(position: Vector2, normal: Vector3, colorTint: Color, u: Float, v: Float): Vertex
fun obtain(position: Vector3, normal: Vector3, colorTint: Color, u: Float, v: Float): Vertex
val position: Vector3
fun set(other: VertexRo): Vertex
var u: Float
var v: Float
data class VertexAttribute
object VertexAttributeUsage
abstract class VertexAttributes
interface VertexFeed
interface VertexRo
open class WrappedGl20 : Gl20
Module Contents
WrappedGl20(wrapped: Gl20, before: () -> Unit, after: () -> Unit)
open fun activeTexture(texture: Int): Unit
open fun attachShader(program: GlProgramRef, shader: GlShaderRef): Unit
open fun bindAttribLocation(program: GlProgramRef, index: Int, name: String): Unit
open fun bindBuffer(target: Int, buffer: GlBufferRef?): Unit
open fun bindFramebuffer(target: Int, framebuffer: GlFramebufferRef?): Unit
open fun bindRenderbuffer(target: Int, renderbuffer: GlRenderbufferRef?): Unit
open fun bindTexture(target: Int, texture: GlTextureRef?): Unit
open fun blendColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun blendEquation(mode: Int): Unit
open fun blendEquationSeparate(modeRGB: Int, modeAlpha: Int): Unit
open fun blendFunc(sfactor: Int, dfactor: Int): Unit
open fun blendFuncSeparate(srcRGB: Int, dstRGB: Int, srcAlpha: Int, dstAlpha: Int): Unit
open fun bufferData(target: Int, size: Int, usage: Int): Unit
open fun bufferDatabv(target: Int, data: NativeBuffer<Byte>, usage: Int): Unit
open fun bufferDatafv(target: Int, data: NativeBuffer<Float>, usage: Int): Unit
open fun bufferDatasv(target: Int, data: NativeBuffer<Short>, usage: Int): Unit
open fun bufferSubDatafv(target: Int, offset: Int, data: NativeBuffer<Float>): Unit
open fun bufferSubDatasv(target: Int, offset: Int, data: NativeBuffer<Short>): Unit
open fun checkFramebufferStatus(target: Int): Int
open fun clear(mask: Int): Unit
open fun clearColor(red: Float, green: Float, blue: Float, alpha: Float): Unit
open fun clearColor(color: ColorRo): Unit
open fun clearDepth(depth: Float): Unit
open fun clearStencil(s: Int): Unit
open fun colorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit
open fun compileShader(shader: GlShaderRef): Unit
open fun copyTexImage2D(target: Int, level: Int, internalFormat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit
open fun copyTexSubImage2D(target: Int, level: Int, xOffset: Int, yOffset: Int, x: Int, y: Int, width: Int, height: Int): Unit
open fun createBuffer(): GlBufferRef
open fun createFramebuffer(): GlFramebufferRef
open fun createProgram(): GlProgramRef
open fun createRenderbuffer(): GlRenderbufferRef
open fun createShader(type: Int): GlShaderRef
open fun createTexture(): GlTextureRef
open fun cullFace(mode: Int): Unit
open fun deleteBuffer(buffer: GlBufferRef): Unit
open fun deleteFramebuffer(framebuffer: GlFramebufferRef): Unit
open fun deleteProgram(program: GlProgramRef): Unit
open fun deleteRenderbuffer(renderbuffer: GlRenderbufferRef): Unit
open fun deleteShader(shader: GlShaderRef): Unit
open fun deleteTexture(texture: GlTextureRef): Unit
open fun depthFunc(func: Int): Unit
open fun depthMask(flag: Boolean): Unit
open fun depthRange(zNear: Float, zFar: Float): Unit
open fun detachShader(program: GlProgramRef, shader: GlShaderRef): Unit
open fun disable(cap: Int): Unit
open fun disableVertexAttribArray(index: Int): Unit
open fun drawArrays(mode: Int, first: Int, count: Int): Unit
open fun drawElements(mode: Int, count: Int, type: Int, offset: Int): Unit
open fun enable(cap: Int): Unit
open fun enableVertexAttribArray(index: Int): Unit
open fun finish(): Unit
open fun flush(): Unit
open fun framebufferRenderbuffer(target: Int, attachment: Int, renderbufferTarget: Int, renderbuffer: GlRenderbufferRef): Unit
open fun framebufferTexture2D(target: Int, attachment: Int, textureTarget: Int, texture: GlTextureRef, level: Int): Unit
open fun frontFace(mode: Int): Unit
open fun generateMipmap(target: Int): Unit
open fun getActiveAttrib(program: GlProgramRef, index: Int): GlActiveInfoRef
open fun getActiveUniform(program: GlProgramRef, index: Int): GlActiveInfoRef
open fun getAttachedShaders(program: GlProgramRef): Array<GlShaderRef>
open fun getAttribLocation(program: GlProgramRef, name: String): Int
open fun getBufferParameter(target: Int, pName: Int): Int
open fun getError(): Int
open fun getFramebufferAttachmentParameteri(target: Int, attachment: Int, pName: Int): Int
open fun getParameterb(pName: Int): Boolean
open fun getParameteri(pName: Int): Int
open fun getProgramInfoLog(program: GlProgramRef): String?
open fun getProgramParameterb(program: GlProgramRef, pName: Int): Boolean
open fun getProgramParameteri(program: GlProgramRef, pName: Int): Int
open fun getRenderbufferParameter(target: Int, pName: Int): Int
open fun getShaderInfoLog(shader: GlShaderRef): String?
open fun getShaderParameterb(shader: GlShaderRef, pName: Int): Boolean
open fun getShaderParameteri(shader: GlShaderRef, pName: Int): Int
open fun getSupportedExtensions(): List<String>
open fun getTexParameter(target: Int, pName: Int): Int
open fun getUniformLocation(program: GlProgramRef, name: String): GlUniformLocationRef?
open fun getUniformb(program: GlProgramRef, location: GlUniformLocationRef): Boolean
open fun getUniformf(program: GlProgramRef, location: GlUniformLocationRef): Float
open fun getUniformi(program: GlProgramRef, location: GlUniformLocationRef): Int
open fun getVertexAttribb(index: Int, pName: Int): Boolean
open fun getVertexAttribi(index: Int, pName: Int): Int
open fun hint(target: Int, mode: Int): Unit
open fun isBuffer(buffer: GlBufferRef): Boolean
open fun isEnabled(cap: Int): Boolean
open fun isFramebuffer(framebuffer: GlFramebufferRef): Boolean
open fun isProgram(program: GlProgramRef): Boolean
open fun isRenderbuffer(renderbuffer: GlRenderbufferRef): Boolean
open fun isShader(shader: GlShaderRef): Boolean
open fun isTexture(texture: GlTextureRef): Boolean
open fun lineWidth(width: Float): Unit
open fun linkProgram(program: GlProgramRef): Unit
open fun pixelStorei(pName: Int, param: Int): Unit
open fun polygonOffset(factor: Float, units: Float): Unit
open fun readPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: NativeBuffer<Byte>): Unit
open fun renderbufferStorage(target: Int, internalFormat: Int, width: Int, height: Int): Unit
open fun sampleCoverage(value: Float, invert: Boolean): Unit
open fun scissor(x: Int, y: Int, width: Int, height: Int): Unit
open fun shaderSource(shader: GlShaderRef, source: String): Unit
open fun stencilFunc(func: Int, ref: Int, mask: Int): Unit
open fun stencilFuncSeparate(face: Int, func: Int, ref: Int, mask: Int): Unit
open fun stencilMask(mask: Int): Unit
open fun stencilMaskSeparate(face: Int, mask: Int): Unit
open fun stencilOp(fail: Int, zfail: Int, zpass: Int): Unit
open fun stencilOpSeparate(face: Int, fail: Int, zfail: Int, zpass: Int): Unit
open fun texImage2D(target: Int, level: Int, internalFormat: Int, format: Int, type: Int, texture: Texture): Unit
open fun texImage2Db(target: Int, level: Int, internalFormat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: NativeBuffer<Byte>?): Unit
open fun texImage2Df(target: Int, level: Int, internalFormat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: NativeBuffer<Float>?): Unit
open fun texParameterf(target: Int, pName: Int, param: Float): Unit
open fun texParameteri(target: Int, pName: Int, param: Int): Unit
open fun texSubImage2D(target: Int, level: Int, xOffset: Int, yOffset: Int, format: Int, type: Int, texture: Texture): Unit
open fun uniform1f(location: GlUniformLocationRef, x: Float): Unit
open fun uniform1fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
open fun uniform1i(location: GlUniformLocationRef, x: Int): Unit
open fun uniform1iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
open fun uniform2f(location: GlUniformLocationRef, x: Float, y: Float): Unit
open fun uniform2fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
open fun uniform2i(location: GlUniformLocationRef, x: Int, y: Int): Unit
open fun uniform2iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
open fun uniform3f(location: GlUniformLocationRef, x: Float, y: Float, z: Float): Unit
open fun uniform3fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
open fun uniform3i(location: GlUniformLocationRef, x: Int, y: Int, z: Int): Unit
open fun uniform3iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
open fun uniform4f(location: GlUniformLocationRef, x: Float, y: Float, z: Float, w: Float): Unit
open fun uniform4fv(location: GlUniformLocationRef, v: NativeBuffer<Float>): Unit
open fun uniform4i(location: GlUniformLocationRef, x: Int, y: Int, z: Int, w: Int): Unit
open fun uniform4iv(location: GlUniformLocationRef, v: NativeBuffer<Int>): Unit
open fun uniformMatrix2fv(location: GlUniformLocationRef, transpose: Boolean, value: NativeBuffer<Float>): Unit
open fun uniformMatrix3fv(location: GlUniformLocationRef, transpose: Boolean, value: NativeBuffer<Float>): Unit
open fun uniformMatrix4fv(location: GlUniformLocationRef, transpose: Boolean, value: NativeBuffer<Float>): Unit
open fun useProgram(program: GlProgramRef?): Unit
open fun validateProgram(program: GlProgramRef): Unit
open fun vertexAttrib1f(index: Int, x: Float): Unit
open fun vertexAttrib1fv(index: Int, values: NativeBuffer<Float>): Unit
open fun vertexAttrib2f(index: Int, x: Float, y: Float): Unit
open fun vertexAttrib2fv(index: Int, values: NativeBuffer<Float>): Unit
open fun vertexAttrib3f(index: Int, x: Float, y: Float, z: Float): Unit
open fun vertexAttrib3fv(index: Int, values: NativeBuffer<Float>): Unit
open fun vertexAttrib4f(index: Int, x: Float, y: Float, z: Float, w: Float): Unit
open fun vertexAttrib4fv(index: Int, values: NativeBuffer<Float>): Unit
open fun vertexAttribPointer(index: Int, size: Int, type: Int, normalized: Boolean, stride: Int, offset: Int): Unit
open fun viewport(x: Int, y: Int, width: Int, height: Int): Unit
protected val wrapped: Gl20
fun IndexFeed.pushQuadIndices(): Unit
fun rgbTexture(gl: Gl20, glState: GlState, rgbData: RgbData, init: RgbTexture.() -> Unit): RgbTexture
fun Gl20.scissor(x: Float, y: Float, width: Float, height: Float): Unit
inline fun GlState.scissor(x: Int, y: Int, width: Int, height: Int, inner: () -> Unit): Unit
val standardVertexAttributes: VertexAttributes
fun Gl20.uniformMatrix4fv(location: GlUniformLocationRef, transpose: Boolean, value: Matrix4Ro): Unit
fun Gl20.uniformMatrix4fv(location: GlUniformLocationRef, transpose: Boolean, value: List<Float>): Unit
package com.acornui.graphics
Module Contents
fun Color(rgba: Long): Color
data class Color : ColorRo, Clearable
Module Contents
Color(r: Float = 0f, g: Float = 0f, b: Float = 0f, a: Float = 0f)
val BLACK: ColorRo
val BLUE: ColorRo
val BROWN: ColorRo
val CLEAR: ColorRo
val CYAN: ColorRo
val DARK_GRAY: ColorRo
val GRAY: ColorRo
val GREEN: ColorRo
val LIGHT_BLUE: ColorRo
val LIGHT_GRAY: ColorRo
val MAGENTA: ColorRo
val MAROON: ColorRo
val NAVY: ColorRo
val OLIVE: ColorRo
val ORANGE: ColorRo
val PINK: ColorRo
val PURPLE: ColorRo
val RED: ColorRo
val TEAL: ColorRo
val WHITE: ColorRo
val YELLOW: ColorRo
var a: Float
fun add(color: ColorRo): Color
fun add(r: Float, g: Float, b: Float, a: Float): Color
var b: Float
fun clamp(): Color
fun clear(): Unit
fun from8888Str(value: String): Color
fun from888Str(value: String): Color
fun fromCssStr(value: String): Color
fun fromRgbaStr(hex: String): Color
fun fromStr(str: String): Color
var g: Float
fun invert(): Unit
fun lerp(target: ColorRo, t: Float): Color
fun lerp(r: Float, g: Float, b: Float, a: Float, t: Float): Color
fun mul(color: ColorRo): Color
fun mul(value: Float): Color
fun mul(r: Float, g: Float, b: Float, a: Float): Color
fun premultiplyAlpha(): Color
var r: Float
fun rgb888(r: Float, g: Float, b: Float): Int
fun rgb888(color: ColorRo): Int
fun rgba8888(r: Float, g: Float, b: Float, a: Float): Int
fun rgba8888(color: ColorRo): Int
fun set(color: ColorRo): Color
fun set(r: Float, g: Float, b: Float, a: Float): Color
fun set888(rgb: Int): Color
fun set8888(rgba: Long): Color
fun sub(color: ColorRo): Color
fun sub(r: Float, g: Float, b: Float, a: Float): Color
interface ColorRo
class Hsl : HslRo, Clearable
interface HslRo
class Hsv : HsvRo, Clearable
interface HsvRo
fun Writer.color(color: ColorRo): Unit
fun Writer.color(name: String, color: ColorRo): Unit
fun Reader.color(): Color?
fun Reader.color(name: String): Color?
package com.acornui.io
package com.acornui.io.file
package com.acornui.logging
package com.acornui.math
Module Contents
object BasicBounce : Interpolation
class Bezier : Interpolation
class BezierSegment
class BounceInPlace : Interpolation
class Bounds : Clearable, BoundsRo
interface BoundsRo
class Box : BoxRo
Module Contents
Box(min: Vector3 = Vector3(), max: Vector3 = Vector3())
val center: Vector3Ro
fun contains(b: BoxRo): Boolean
fun contains(v: Vector3Ro): Boolean
fun contains(x: Float, y: Float, z: Float): Boolean
val depth: Float
val dimensions: Vector3Ro
fun equals(other: Any?): Boolean
fun ext(point: Vector3Ro, update: Boolean = true): Box
fun ext(bounds: BoxRo): Box
fun ext(bounds: BoxRo, transform: Matrix4Ro): Box
fun ext(x: Float, y: Float, z: Float): Box
fun getCorner000(out: Vector3): Vector3
fun getCorner001(out: Vector3): Vector3
fun getCorner010(out: Vector3): Vector3
fun getCorner011(out: Vector3): Vector3
fun getCorner100(out: Vector3): Vector3
fun getCorner101(out: Vector3): Vector3
fun getCorner110(out: Vector3): Vector3
fun getCorner111(out: Vector3): Vector3
fun getCorners(corners: List<Vector3>): List<Vector3>
fun getDimensions(out: Vector3): Vector3
fun getMax(out: Vector3): Vector3
fun getMin(out: Vector3): Vector3
fun hashCode(): Int
val height: Float
fun inf(): Box
fun intersects(b: BoxRo): Boolean
fun intersects(r: RayRo, out: Vector3?): Boolean
fun isValid(): Boolean
val max: Vector3
val min: Vector3
fun mul(transform: Matrix4Ro): Box
fun set(bounds: BoxRo): Box
fun set(minimum: Vector3Ro, maximum: Vector3Ro): Box
fun set(minX: Float, minY: Float, minZ: Float, maxX: Float, maxY: Float, maxZ: Float): Box
fun set(points: Array<Vector3Ro>): Box
fun set(points: List<Vector3Ro>): Box
fun toString(): String
fun update(): Unit
val width: Float
interface BoxRo
object Circle : Interpolation
object CircleIn : Interpolation
object CircleOut : Interpolation
class Clamp : Interpolation
class ColorTransformation
class Constant : Interpolation
class Corners : CornersRo, Clearable
Module Contents
Corners(topLeft: Vector2Ro = Vector2(), topRight: Vector2Ro = Vector2(), bottomRight: Vector2Ro = Vector2(), bottomLeft: Vector2Ro = Vector2())
Corners(all: Float)
Corners(topLeft: Float, topRight: Float, bottomRight: Float, bottomLeft: Float)
Corners()
val bottomLeft: Vector2
val bottomRight: Vector2
fun clear(): Unit
fun deflate(pad: PadRo): Corners
fun equals(other: Any?): Boolean
fun hashCode(): Int
fun inflate(pad: PadRo): Corners
fun set(all: Float): Corners
fun set(other: CornersRo): Corners
fun set(topLeft: Float = 0f, topRight: Float = 0f, bottomRight: Float = 0f, bottomLeft: Float = 0f): Corners
fun set(topLeft: Vector2Ro, topRight: Vector2Ro, bottomRight: Vector2Ro, bottomLeft: Vector2Ro): Corners
fun toString(): String
val topLeft: Vector2
val topRight: Vector2
interface CornersRo
object CornersSerializer : To<CornersRo>, From<Corners>
const val E: Float
object Easing
open class Elastic : Interpolation
class ElasticIn : Elastic
class ElasticOut : Elastic
open class Exp : Interpolation
class ExpIn : Exp
class ExpOut : Exp
object Fade : Interpolation
data class Frustum : FrustumRo
Module Contents
Frustum(planes: MutableList<Plane> = ArrayList(6, { Plane(Vector3(), 0f) }))
fun boundsInFrustum(bounds: BoxRo): Boolean
fun boundsInFrustum(center: Vector3Ro, dimensions: Vector3Ro): Boolean
fun boundsInFrustum(x: Float, y: Float, z: Float, halfWidth: Float, halfHeight: Float, halfDepth: Float): Boolean
val clipSpacePlanePoints: List<Vector3Ro>
val planePoints: ArrayList<Vector3>
val planes: MutableList<Plane>
fun pointInFrustum(point: Vector3Ro): Boolean
fun pointInFrustum(x: Float, y: Float, z: Float): Boolean
fun sphereInFrustum(center: Vector3Ro, radius: Float): Boolean
fun sphereInFrustum(x: Float, y: Float, z: Float, radius: Float): Boolean
fun sphereInFrustumWithoutNearFar(center: Vector3, radius: Float): Boolean
fun sphereInFrustumWithoutNearFar(x: Float, y: Float, z: Float, radius: Float): Boolean
fun update(inverseProjectionView: Matrix4Ro): Unit
interface FrustumRo
Module Contents
abstract fun boundsInFrustum(bounds: BoxRo): Boolean
abstract fun boundsInFrustum(center: Vector3Ro, dimensions: Vector3Ro): Boolean
abstract fun boundsInFrustum(x: Float, y: Float, z: Float, halfWidth: Float, halfHeight: Float, halfDepth: Float): Boolean
abstract val planePoints: List<Vector3Ro>
abstract val planes: List<Plane>
abstract fun pointInFrustum(point: Vector3Ro): Boolean
abstract fun pointInFrustum(x: Float, y: Float, z: Float): Boolean
abstract fun sphereInFrustum(center: Vector3Ro, radius: Float): Boolean
abstract fun sphereInFrustum(x: Float, y: Float, z: Float, radius: Float): Boolean
abstract fun sphereInFrustumWithoutNearFar(center: Vector3, radius: Float): Boolean
abstract fun sphereInFrustumWithoutNearFar(x: Float, y: Float, z: Float, radius: Float): Boolean
object GeomUtils
class IntRectangle : IntRectangleRo, Clearable
Module Contents
IntRectangle(x: Int = 0, y: Int = 0, width: Int = 0, height: Int = 0)
val area: Int
val bottom: Int
fun canContain(width: Int, height: Int): Boolean
fun clear(): Unit
fun contains(rectangle: IntRectangleRo): Boolean
fun equals(other: Any?): Boolean
fun ext(x2: Int, y2: Int): Unit
fun ext(rect: IntRectangleRo): IntRectangle
fun free(obj: IntRectangle): Unit
fun hashCode(): Int
var height: Int
fun inflate(left: Int, top: Int, right: Int, bottom: Int): Unit
fun intersects(x: Int, y: Int): Boolean
fun intersects(r: IntRectangleRo): Boolean
fun intersects(xVal: Int, yVal: Int, widthVal: Int, heightVal: Int): Boolean
val isEmpty: Boolean
val left: Int
fun obtain(): IntRectangle
val perimeter: Int
val right: Int
fun scl(scalar: Int): Unit
fun set(x: Int, y: Int, width: Int, height: Int): IntRectangle
fun set(rect: IntRectangleRo): IntRectangle
fun setPosition(x: Int, y: Int): IntRectangle
fun setSize(width: Int, height: Int): IntRectangle
val top: Int
var width: Int
var x: Int
var y: Int
interface IntRectangleRo
object IntRectangleSerializer : To<IntRectangleRo>, From<IntRectangle>
interface Interpolation
object Linear : Interpolation
object MathUtils
Module Contents
const val FLOAT_ROUNDING_ERROR: Float
inline fun abs(value: Float): Float
inline fun abs(value: Double): Double
inline fun abs(value: Int): Int
inline fun abs(value: Long): Long
inline fun acos(v: Float): Float
fun angleDiff(a: Float, b: Float): Float
inline fun asin(v: Float): Float
fun atan2(y: Float, x: Float): Float
inline fun ceil(v: Float): Int
fun ceilToNearest(value: Float, snap: Float, offset: Float = 0f): Float
inline fun <T : Comparable<T>> clamp(value: T, min: T, max: T): T
fun cos(radians: Float): Float
const val degRad: Float
inline fun floor(v: Float): Int
fun floorToNearest(value: Float, snap: Float, offset: Float = 0f): Float
fun getCubicRoots(a: Float = 0f, b: Float = 0f, c: Float = 0f, d: Float = 0f, out: MutableList<Float>): Unit
fun getQuadraticRoots(a: Float, b: Float, c: Float, out: MutableList<Float>): Unit
fun isEqual(a: Float, b: Float): Boolean
fun isEqual(a: Float, b: Float, tolerance: Float): Boolean
fun isPowerOfTwo(value: Int): Boolean
fun isZero(value: Float, tolerance: Float = FLOAT_ROUNDING_ERROR): Boolean
fun isZero(value: Double, tolerance: Float = FLOAT_ROUNDING_ERROR): Boolean
fun lerp(fromValue: Float, toValue: Float, progress: Float): Float
fun log(x: Float, base: Float): Float
fun log2(x: Float): Float
inline fun <T : Comparable<T>> max(x: T, y: T): T
inline fun <T : Comparable<T>> max(x: T, y: T, z: T): T
inline fun <T : Comparable<T>> max(w: T, x: T, y: T, z: T): T
inline fun <T : Comparable<T>> min(x: T, y: T): T
inline fun <T : Comparable<T>> min(x: T, y: T, z: T): T
inline fun <T : Comparable<T>> min(w: T, x: T, y: T, z: T): T
fun mod(a: Float, n: Float): Float
fun mod(a: Int, n: Int): Int
const val nanoToSec: Float
fun nextPowerOfTwo(value: Int): Int
inline fun pow(a: Float, b: Float): Float
const val radDeg: Float
fun random(range: Int): Int
fun random(start: Int, end: Int): Int
fun random(range: Long): Long
fun random(start: Long, end: Long): Long
fun random(): Float
fun random(range: Float): Float
fun random(start: Float, end: Float): Float
fun randomBoolean(): Boolean
fun randomBoolean(chance: Float): Boolean
fun randomSign(): Int
fun randomTriangular(): Float
fun randomTriangular(max: Float): Float
fun randomTriangular(min: Float, max: Float): Float
fun randomTriangular(min: Float, max: Float, mode: Float): Float
val rng: Random
inline fun round(v: Float): Int
fun roundToNearest(value: Float, snap: Float, offset: Float = 0f): Float
fun signum(v: Float): Float
fun sin(radians: Float): Float
inline fun sqrt(v: Float): Float
fun tan(radians: Float): Float
class Matrix3 : Matrix3Ro
Module Contents
Matrix3(m00: Float, m10: Float, m20: Float, m01: Float, m11: Float, m21: Float, m02: Float, m12: Float, m22: Float)
Matrix3(values: MutableList<Float> = arrayListOf(
1f, 0f, 0f,
0f, 1f, 0f,
0f, 0f, 1f))
val IDENTITY: Matrix3Ro
const val M00: Int
const val M01: Int
const val M02: Int
const val M10: Int
const val M11: Int
const val M12: Int
const val M20: Int
const val M21: Int
const val M22: Int
fun det(): Float
fun equals(other: Any?): Boolean
fun getRotation(): Float
fun getScale(out: Vector2): Vector2
fun getTranslation(out: Vector2): Vector2
fun hashCode(): Int
fun idt(): Matrix3
fun inv(): Matrix3
fun mul(matrix: Matrix3Ro): Matrix3
fun mulLeft(m: Matrix3Ro): Matrix3
fun prj(vec: Vector2): Vector2
fun rotate(radians: Float): Matrix3
fun scl(scale: Float): Matrix3
fun scl(scaleX: Float, scaleY: Float): Matrix3
fun scl(scale: Vector2Ro): Matrix3
fun scl(scale: Vector3Ro): Matrix3
fun set(mat: Matrix3Ro): Matrix3
fun set(mat: Matrix4Ro): Matrix3
fun set(values: List<Float>): Matrix3
fun setTranslation(x: Float, y: Float): Matrix3
operator fun times(matrix: Matrix3Ro): Matrix3
fun toString(): String
fun transpose(): Matrix3
fun trn(x: Float, y: Float): Matrix3
fun trn(vector: Vector2): Matrix3
fun trn(vector: Vector3): Matrix3
val values: MutableList<Float>
interface Matrix3Ro
class Matrix4 : Matrix4Ro
Module Contents
Matrix4(values: MutableList<Float> = arrayListOf(
1f, 0f, 0f, 0f,
0f, 1f, 0f, 0f,
0f, 0f, 1f, 0f,
0f, 0f, 0f, 1f))
val IDENTITY: Matrix4Ro
const val M00: Int
const val M01: Int
const val M02: Int
const val M03: Int
const val M10: Int
const val M11: Int
const val M12: Int
const val M13: Int
const val M20: Int
const val M21: Int
const val M22: Int
const val M23: Int
const val M30: Int
const val M31: Int
const val M32: Int
const val M33: Int
fun det(): Float
fun det3x3(): Float
fun equals(other: Any?): Boolean
fun extract4x3Matrix(: MutableList<Float>): MutableList<Float>
fun getRotation(out: Quaternion, normalizeAxes: Boolean): Quaternion
fun getScale(scale: Vector3): Vector3
fun getScaleX(): Float
fun getScaleXSquared(): Float
fun getScaleY(): Float
fun getScaleYSquared(): Float
fun getScaleZ(): Float
fun getScaleZSquared(): Float
fun getTranslation(out: Vector3): Vector3
fun hashCode(): Int
fun idt(): Matrix4
fun inv(): Matrix4
fun mul(matrix: Matrix4Ro): Matrix4
fun mulLeft(matrix: Matrix4Ro): Matrix4
fun prj(vec: Vector3): Vector3
fun prj(vec: Vector2): Vector2
fun rot(vec: Vector3): Vector3
fun rot(vec: Vector2): Vector2
fun rotate(axis: Vector3Ro, radians: Float): Matrix4
fun rotate(axisX: Float, axisY: Float, axisZ: Float, radians: Float): Matrix4
fun rotate(rotation: QuaternionRo): Matrix4
fun rotate(v1: Vector3Ro, v2: Vector3Ro): Matrix4
fun scale(scale: Vector3Ro): Matrix4
fun scale(scaleX: Float, scaleY: Float, scaleZ: Float): Matrix4
fun scl(scale: Vector3Ro): Matrix4
fun scl(x: Float, y: Float, z: Float): Matrix4
fun scl(scale: Float): Matrix4
fun set(matrix: Matrix4Ro): Matrix4
fun set(values: List<Float>): Matrix4
fun set(quaternion: QuaternionRo): Matrix4
fun set(quaternionX: Float, quaternionY: Float, quaternionZ: Float, quaternionW: Float): Matrix4
fun set(position: Vector3Ro, orientation: QuaternionRo): Matrix4
fun set(translationX: Float, translationY: Float, translationZ: Float, quaternionX: Float, quaternionY: Float, quaternionZ: Float, quaternionW: Float): Matrix4
fun set(position: Vector3Ro, orientation: Quaternion, scale: Vector3Ro): Matrix4
fun set(translationX: Float, translationY: Float, translationZ: Float, quaternionX: Float, quaternionY: Float, quaternionZ: Float, quaternionW: Float, scaleX: Float, scaleY: Float, scaleZ: Float): Matrix4
fun set(xAxis: Vector3Ro, yAxis: Vector3Ro, zAxis: Vector3Ro, pos: Vector3Ro): Matrix4
fun set(mat: Matrix3Ro): Matrix4
fun setFromEulerAnglesRad(yaw: Float, pitch: Float, roll: Float): Matrix4
fun setToGlobal(position: Vector3Ro, forward: Vector3Ro, up: Vector3Ro): Matrix4
fun setToLookAt(direction: Vector3Ro, up: Vector3Ro): Matrix4
fun setToLookAt(position: Vector3Ro, target: Vector3Ro, up: Vector3Ro): Matrix4
fun setTranslation(vector: Vector3Ro): Matrix4
fun setTranslation(x: Float, y: Float, z: Float): Matrix4
fun shearZ(shearXZ: Float = 0f, shearYZ: Float = 0f): Matrix4
fun toNormalMatrix(): Matrix4
fun toString(): String
fun tra(): Matrix4
fun translate(translation: Vector3Ro): Matrix4
fun translate(x: Float = 0f, y: Float = 0f, z: Float = 0f): Matrix4
val translationX: Float
val translationY: Float
val translationZ: Float
fun trn(vector: Vector3Ro): Matrix4
fun trn(x: Float, y: Float, z: Float): Matrix4
val values: MutableList<Float>
interface Matrix4Ro
class MinMax : MinMaxRo
Module Contents
MinMax(xMin: Float = Float.POSITIVE_INFINITY, yMin: Float = Float.POSITIVE_INFINITY, xMax: Float = Float.NEGATIVE_INFINITY, yMax: Float = Float.NEGATIVE_INFINITY)
fun equals(other: Any?): Boolean
fun ext(x: Float, y: Float): Unit
fun ext(other: MinMaxRo): Unit
fun hashCode(): Int
val height: Float
fun inf(): Unit
fun inflate(left: Float, top: Float, right: Float, bottom: Float): Unit
fun intersection(other: MinMaxRo): Unit
fun scl(x: Float, y: Float): Unit
fun set(other: MinMaxRo): MinMax
fun set(xMin: Float, yMin: Float, xMax: Float, yMax: Float): MinMax
val width: Float
var xMax: Float
var xMin: Float
var yMax: Float
var yMin: Float
interface MinMaxRo
const val PI: Float
const val PI2: Float
class Pad : PadRo, Clearable
interface PadRo
object PadSerializer : To<PadRo>, From<Pad>
class Plane : Clearable, PlaneRo
Module Contents
Plane(normal: Vector3 = Vector3(), d: Float = 0f)
fun clear(): Unit
var d: Float
fun equals(other: Any?): Boolean
fun free(): Unit
fun hashCode(): Int
val normal: Vector3
fun obtain(): Plane
fun set(point1: Vector3Ro, point2: Vector3Ro, point3: Vector3Ro): Unit
fun set(nx: Float, ny: Float, nz: Float, d: Float): Unit
fun set(point: Vector3Ro, normal: Vector3): Unit
fun set(pointX: Float, pointY: Float, pointZ: Float, norX: Float, norY: Float, norZ: Float): Unit
fun set(plane: PlaneRo): Unit
interface PlaneRo
enum class PlaneSide
class Pow : Interpolation
class PowIn : Interpolation
class PowOut : Interpolation
class Quaternion : QuaternionRo
Module Contents
Quaternion(x: Float = 0f, y: Float = 0f, z: Float = 0f, w: Float = 1f)
fun add(quaternion: QuaternionRo): Quaternion
fun add(qx: Float, qy: Float, qz: Float, qw: Float): Quaternion
fun conjugate(): Quaternion
fun dot(other: QuaternionRo): Float
fun dot(x: Float, y: Float, z: Float, w: Float): Float
fun dot(x1: Float, y1: Float, z1: Float, w1: Float, x2: Float, y2: Float, z2: Float, w2: Float): Float
fun equals(other: Any?): Boolean
fun exp(alpha: Float): Quaternion
fun getAngleAroundRad(axisX: Float, axisY: Float, axisZ: Float): Float
fun getAngleAroundRad(axis: Vector3): Float
fun getAngleRad(): Float
fun getAxisAngleRad(axis: Vector3): Float
fun getGimbalPole(): Int
fun getPitchRad(): Float
fun getRollRad(): Float
fun getSwingTwist(axisX: Float, axisY: Float, axisZ: Float, swing: Quaternion, twist: Quaternion): Unit
fun getSwingTwist(axis: Vector3, swing: Quaternion, twist: Quaternion): Unit
fun getYawRad(): Float
fun hashCode(): Int
fun idt(): Quaternion
fun isIdentity(): Boolean
fun isIdentity(tolerance: Float): Boolean
fun len(): Float
fun len(x: Float, y: Float, z: Float, w: Float): Float
fun len2(): Float
fun len2(x: Float, y: Float, z: Float, w: Float): Float
fun mul(other: QuaternionRo): Quaternion
fun mul(x: Float, y: Float, z: Float, w: Float): Quaternion
fun mul(scalar: Float): Quaternion
fun mulLeft(other: QuaternionRo): Quaternion
fun mulLeft(x: Float, y: Float, z: Float, w: Float): Quaternion
fun nor(): Quaternion
operator fun plus(quaternion: QuaternionRo): Quaternion
fun set(x: Float, y: Float, z: Float, w: Float): Quaternion
fun set(quaternion: QuaternionRo): Quaternion
fun setEulerAnglesRad(yaw: Float, pitch: Float, roll: Float): Quaternion
fun setFromAxes(xx: Float, xy: Float, xz: Float, yx: Float, yy: Float, yz: Float, zx: Float, zy: Float, zz: Float): Quaternion
fun setFromAxes(xx: Float, xy: Float, xz: Float, yx: Float, yy: Float, yz: Float, zx: Float, zy: Float, zz: Float, normalizeAxes: Boolean = false): Quaternion
fun setFromAxis(axis: Vector3Ro, radians: Float): Quaternion
fun setFromAxis(x: Float, y: Float, z: Float, radians: Float): Quaternion
fun setFromCross(v1: Vector3Ro, v2: Vector3Ro): Quaternion
fun setFromCross(x1: Float, y1: Float, z1: Float, x2: Float, y2: Float, z2: Float): Quaternion
fun setFromMatrix(matrix: Matrix4, normalizeAxes: Boolean = false): Quaternion
fun setFromMatrix(normalizeAxes: Boolean, matrix: Matrix3): Quaternion
fun setFromMatrix(matrix: Matrix3): Quaternion
fun slerp(end: QuaternionRo, alpha: Float): Quaternion
fun slerp(q: Array<Quaternion>): Quaternion
fun slerp(q: Array<Quaternion>, w: FloatArray): Quaternion
operator fun times(other: QuaternionRo): Quaternion
fun times(scalar: Float): Quaternion
fun toString(): String
var w: Float
var x: Float
var y: Float
var z: Float
interface QuaternionRo
Module Contents
open fun closeTo(other: QuaternionRo?, epsilon: Float = 0.0001f): Boolean
open fun copy(x: Float = this.x, y: Float = this.y, z: Float = this.z, w: Float = this.w): Quaternion
abstract fun dot(other: QuaternionRo): Float
abstract fun dot(x: Float, y: Float, z: Float, w: Float): Float
abstract fun getAngleAroundRad(axisX: Float, axisY: Float, axisZ: Float): Float
abstract fun getAngleAroundRad(axis: Vector3): Float
abstract fun getAngleRad(): Float
abstract fun getAxisAngleRad(axis: Vector3): Float
abstract fun getGimbalPole(): Int
abstract fun getPitchRad(): Float
abstract fun getRollRad(): Float
abstract fun getSwingTwist(axisX: Float, axisY: Float, axisZ: Float, swing: Quaternion, twist: Quaternion): Unit
abstract fun getSwingTwist(axis: Vector3, swing: Quaternion, twist: Quaternion): Unit
abstract fun getYawRad(): Float
abstract fun isIdentity(): Boolean
abstract fun isIdentity(tolerance: Float): Boolean
abstract fun len(): Float
abstract fun len2(): Float
open fun transform(v: Vector3): Vector3
abstract val w: Float
abstract val x: Float
abstract val y: Float
abstract val z: Float
open class Random
data class Range2<T : Comparable<T>> : Clearable, Range2Ro<T>
interface Range2Ro<T : Comparable<T>>
class Ray : Clearable, RayRo
Module Contents
Ray(origin: Vector3 = Vector3(), direction: Vector3 = Vector3())
fun clear(): Unit
val direction: Vector3
val directionInv: Vector3
fun equals(other: Any?): Boolean
fun free(obj: Ray): Unit
fun getEndPoint(distance: Float, out: Vector3): Vector3
fun getPointAtZ(z: Float, out: Vector2): Vector2
fun hashCode(): Int
fun intersects(ray: RayRo, out: Vector3?): Boolean
fun intersects(plane: PlaneRo, out: Vector3?): Boolean
fun intersects(v1: Vector3Ro, v2: Vector3Ro, v3: Vector3Ro, out: Vector3?): Boolean
fun mul(matrix: Matrix4Ro): Ray
fun obtain(): Ray
val origin: Vector3
fun set(origin: Vector3Ro, direction: Vector3Ro): Ray
fun set(x: Float, y: Float, z: Float, dX: Float, dY: Float, dZ: Float): Ray
fun set(ray: RayRo): Ray
fun update(): Unit
class Ray2 : Clearable, Ray2Ro
interface Ray2Ro
interface RayRo
class Rectangle : Clearable, RectangleRo
Module Contents
Rectangle(x: Float = 0f, y: Float = 0f, width: Float = 0f, height: Float = 0f)
fun area(): Float
val bottom: Float
fun canContain(width: Float, height: Float): Boolean
fun clear(): Unit
fun contains(rectangle: RectangleRo): Boolean
fun equals(other: Any?): Boolean
fun ext(x2: Float, y2: Float): Unit
fun ext(rect: RectangleRo): Rectangle
fun fitInside(rect: Rectangle): Rectangle
fun fitOutside(rect: Rectangle): Rectangle
fun free(obj: Rectangle): Unit
fun getAspectRatio(): Float
fun getCenter(vector: Vector2): Vector2
fun getPosition(position: Vector2): Vector2
fun getSize(out: Vector2): Vector2
fun hashCode(): Int
var height: Float
fun inflate(left: Float, top: Float, right: Float, bottom: Float): Unit
fun inflate(pad: PadRo): Unit
fun intersects(x: Float, y: Float): Boolean
fun intersects(point: Vector2): Boolean
fun intersects(r: Ray, out: Vector3?): Boolean
fun intersects(r: RectangleRo): Boolean
fun intersects(xVal: Float, yVal: Float, widthVal: Float, heightVal: Float): Boolean
fun isEmpty(): Boolean
fun isNotEmpty(): Boolean
val left: Float
fun obtain(): Rectangle
fun perimeter(): Float
val right: Float
fun scl(scalar: Float): Unit
fun set(x: Float, y: Float, width: Float, height: Float): Rectangle
fun set(x: Int, y: Int, width: Int, height: Int): Rectangle
fun set(rect: RectangleRo): Rectangle
fun setCenter(x: Float, y: Float): Rectangle
fun setCenter(position: Vector2): Rectangle
fun setPosition(position: Vector2): Rectangle
fun setPosition(x: Float, y: Float): Rectangle
fun setSize(width: Float, height: Float): Rectangle
val top: Float
var width: Float
var x: Float
var y: Float
interface RectangleRo
object RectangleSerializer : To<Rectangle>, From<Rectangle>
class Repeat : Interpolation
class Reverse : Interpolation
object Sine : Interpolation
object SineIn : Interpolation
object SineOut : Interpolation
object Stepped : Interpolation
open class Swing : Interpolation
open class SwingIn : Interpolation
open class SwingOut : Interpolation
const val TO_DEG: Float
const val TO_RAD: Float
class ToFro : Interpolation
class Vector2 : Clearable, Vector2Ro
Module Contents
Vector2(other: Vector2Ro)
Vector2(x: Float = 0f, y: Float = 0f)
val X: Vector2Ro
val Y: Vector2Ro
val ZERO: Vector2Ro
fun add(v: Vector2Ro): Vector2
fun add(x: Float, y: Float): Vector2
fun angleRad(): Float
fun angleRad(reference: Vector2Ro): Float
fun clamp(min: Float, max: Float): Vector2
fun clear(): Unit
fun crs(v: Vector2Ro): Float
fun crs(x: Float, y: Float): Float
fun dot(v: Vector2Ro): Float
fun dot(ox: Float, oy: Float): Float
fun dot(x1: Float, y1: Float, x2: Float, y2: Float): Float
fun dst(v: Vector2Ro): Float
fun dst(x: Float, y: Float): Float
fun dst(x1: Float, y1: Float, x2: Float, y2: Float): Float
fun dst2(v: Vector2Ro): Float
fun dst2(x: Float, y: Float): Float
fun dst2(x1: Float, y1: Float, x2: Float, y2: Float): Float
fun epsilonEquals(other: Vector2Ro?, epsilon: Float): Boolean
fun epsilonEquals(x: Float, y: Float, epsilon: Float): Boolean
fun equals(other: Any?): Boolean
fun ext(x: Float, y: Float): Unit
fun free(): Unit
fun free(obj: Vector2): Unit
fun hasOppositeDirection(vector: Vector2Ro): Boolean
fun hasSameDirection(vector: Vector2Ro): Boolean
fun hashCode(): Int
fun interpolate(target: Vector2Ro, alpha: Float, interpolation: Interpolation): Vector2
fun isCollinear(other: Vector2Ro, epsilon: Float): Boolean
fun isCollinear(other: Vector2Ro): Boolean
fun isCollinearOpposite(other: Vector2Ro, epsilon: Float): Boolean
fun isCollinearOpposite(other: Vector2Ro): Boolean
fun isOnLine(other: Vector2Ro): Boolean
fun isOnLine(other: Vector2Ro, epsilon2: Float): Boolean
fun isPerpendicular(vector: Vector2Ro): Boolean
fun isPerpendicular(vector: Vector2Ro, epsilon: Float): Boolean
fun isUnit(): Boolean
fun isUnit(margin: Float): Boolean
fun isZero(): Boolean
fun isZero(margin2: Float): Boolean
fun len(): Float
fun len(x: Float, y: Float): Float
fun len2(): Float
fun len2(x: Float, y: Float): Float
fun lerp(target: Vector2Ro, alpha: Float): Vector2
fun lerp(x2: Float, y2: Float, alpha: Float): Vector2
fun limit(limit: Float): Vector2
fun manhattanDst(v: Vector2Ro): Float
fun mul(mat: Matrix3): Vector2
fun nor(): Vector2
fun obtain(): Vector2
fun random(): Vector2
fun rotateRad(radians: Float): Vector2
fun scl(scalar: Float): Vector2
fun scl(x: Float, y: Float): Vector2
fun scl(v: Vector2Ro): Vector2
fun set(v: Vector2Ro): Vector2
fun set(x: Float, y: Float): Vector2
fun setAngleRad(radians: Float): Vector2
fun sub(v: Vector2Ro): Vector2
fun sub(x: Float, y: Float): Vector2
var x: Float
var y: Float
interface Vector2Ro
Module Contents
abstract fun angleRad(): Float
abstract fun angleRad(reference: Vector2Ro): Float
open operator fun component1(): Float
open operator fun component2(): Float
open fun copy(x: Float = this.x, y: Float = this.y): Vector2
abstract fun dot(v: Vector2Ro): Float
abstract fun dot(ox: Float, oy: Float): Float
abstract fun dst(v: Vector2Ro): Float
abstract fun dst(x: Float, y: Float): Float
abstract fun dst2(v: Vector2Ro): Float
abstract fun dst2(x: Float, y: Float): Float
abstract fun epsilonEquals(other: Vector2Ro?, epsilon: Float): Boolean
abstract fun epsilonEquals(x: Float, y: Float, epsilon: Float): Boolean
abstract fun hasOppositeDirection(vector: Vector2Ro): Boolean
abstract fun hasSameDirection(vector: Vector2Ro): Boolean
abstract fun isCollinear(other: Vector2Ro, epsilon: Float): Boolean
abstract fun isCollinear(other: Vector2Ro): Boolean
abstract fun isCollinearOpposite(other: Vector2Ro, epsilon: Float): Boolean
abstract fun isCollinearOpposite(other: Vector2Ro): Boolean
abstract fun isOnLine(other: Vector2Ro): Boolean
abstract fun isOnLine(other: Vector2Ro, epsilon2: Float): Boolean
abstract fun isPerpendicular(vector: Vector2Ro): Boolean
abstract fun isPerpendicular(vector: Vector2Ro, epsilon: Float): Boolean
abstract fun isUnit(): Boolean
abstract fun isUnit(margin: Float): Boolean
abstract fun isZero(): Boolean
abstract fun isZero(margin2: Float): Boolean
abstract fun len(): Float
abstract fun len2(): Float
abstract fun manhattanDst(v: Vector2Ro): Float
abstract fun setAngleRad(radians: Float): Vector2
abstract val x: Float
abstract val y: Float
object Vector2Serializer : From<Vector2?>, To<Vector2Ro?>
class Vector3 : Clearable, Vector3Ro
Module Contents
Vector3(vector: Vector2Ro, z: Float)
Vector3(x: Float = 0f, y: Float = 0f, z: Float = 0f)
val NEG_X: Vector3Ro
val NEG_Y: Vector3Ro
val NEG_Z: Vector3Ro
val ONE: Vector3Ro
val X: Vector3Ro
val Y: Vector3Ro
val Z: Vector3Ro
val ZERO: Vector3Ro
fun add(vector: Vector3Ro): Vector3
fun add(x: Float, y: Float, z: Float): Vector3
fun add(values: Float): Vector3
fun clamp(min: Float, max: Float): Vector3
fun clear(): Unit
fun closeTo(other: Vector3Ro?, epsilon: Float): Boolean
fun closeTo(x: Float, y: Float, z: Float, epsilon: Float): Boolean
fun crs(vector: Vector3Ro): Vector3
fun crs(x: Float, y: Float, z: Float): Vector3
fun dot(vector: Vector3Ro): Float
fun dot(x: Float, y: Float, z: Float): Float
fun dot(x1: Float, y1: Float, z1: Float, x2: Float, y2: Float, z2: Float): Float
fun dst(vector: Vector3Ro): Float
fun dst(x: Float, y: Float, z: Float): Float
fun dst(x1: Float, y1: Float, z1: Float, x2: Float, y2: Float, z2: Float): Float
fun dst2(point: Vector3Ro): Float
fun dst2(x: Float, y: Float, z: Float): Float
fun dst2(x1: Float, y1: Float, z1: Float, x2: Float, y2: Float, z2: Float): Float
fun equals(other: Any?): Boolean
fun free(): Unit
fun free(obj: Vector3): Unit
fun hasOppositeDirection(vector: Vector3Ro): Boolean
fun hasSameDirection(vector: Vector3Ro): Boolean
fun hashCode(): Int
fun idt(vector: Vector3Ro): Boolean
fun interpolate(target: Vector3Ro, alpha: Float, interpolator: Interpolation): Vector3
fun isCollinear(other: Vector3Ro, epsilon: Float): Boolean
fun isCollinear(other: Vector3Ro): Boolean
fun isCollinearOpposite(other: Vector3Ro, epsilon: Float): Boolean
fun isCollinearOpposite(other: Vector3Ro): Boolean
fun isOnLine(other: Vector3Ro, epsilon: Float): Boolean
fun isOnLine(other: Vector3Ro): Boolean
fun isPerpendicular(vector: Vector3Ro): Boolean
fun isPerpendicular(vector: Vector3Ro, epsilon: Float): Boolean
fun isUnit(margin: Float): Boolean
fun isZero(): Boolean
fun isZero(margin: Float): Boolean
fun len(): Float
fun len(value: Float): Vector3
fun len(x: Float, y: Float, z: Float): Float
fun len2(): Float
fun len2(x: Float, y: Float, z: Float): Float
fun lerp(target: Vector3Ro, alpha: Float): Vector3
fun limit(limit: Float): Vector3
fun mul(matrix: Matrix4Ro): Vector3
fun mul(matrix: Matrix3Ro): Vector3
fun mul(quat: QuaternionRo): Vector3
fun mul4x3(matrix: List<Float>): Vector3
fun nor(): Vector3
fun obtain(): Vector3
fun random(): Vector3
fun rot(matrix: Matrix4Ro): Vector3
fun rotate(radians: Float, axisX: Float, axisY: Float, axisZ: Float): Vector3
fun rotate(radians: Float, axis: Vector3Ro): Vector3
fun scl(scalar: Float): Vector3
fun scl(other: Vector3Ro): Vector3
fun scl(vx: Float, vy: Float, vz: Float): Vector3
fun set(x: Float, y: Float, z: Float): Vector3
fun set(vector: Vector3Ro): Vector3
fun set(values: FloatArray): Vector3
fun set(vector: Vector2Ro, z: Float = 0f): Vector3
fun slerp(target: Vector3Ro, alpha: Float): Vector3
fun sub(a_vec: Vector3Ro): Vector3
fun sub(x: Float, y: Float, z: Float): Vector3
fun sub(value: Float): Vector3
fun traMul(matrix: Matrix4Ro): Vector3
fun traMul(matrix: Matrix3Ro): Vector3
fun unrotate(matrix: Matrix4Ro): Vector3
fun untransform(matrix: Matrix4Ro): Vector3
var x: Float
var y: Float
var z: Float
interface Vector3Ro
Module Contents
abstract fun closeTo(other: Vector3Ro?, epsilon: Float = 0.0001f): Boolean
abstract fun closeTo(x: Float, y: Float, z: Float, epsilon: Float = 0.0001f): Boolean
open operator fun component1(): Float
open operator fun component2(): Float
open operator fun component3(): Float
open fun copy(x: Float = this.x, y: Float = this.y, z: Float = this.z): Vector3
abstract fun dot(vector: Vector3Ro): Float
abstract fun dot(x: Float, y: Float, z: Float): Float
abstract fun dst(vector: Vector3Ro): Float
abstract fun dst(x: Float, y: Float, z: Float): Float
abstract fun dst2(point: Vector3Ro): Float
abstract fun dst2(x: Float, y: Float, z: Float): Float
abstract fun hasOppositeDirection(vector: Vector3Ro): Boolean
abstract fun hasSameDirection(vector: Vector3Ro): Boolean
abstract fun isCollinear(other: Vector3Ro, epsilon: Float): Boolean
abstract fun isCollinear(other: Vector3Ro): Boolean
abstract fun isCollinearOpposite(other: Vector3Ro, epsilon: Float): Boolean
abstract fun isCollinearOpposite(other: Vector3Ro): Boolean
abstract fun isOnLine(other: Vector3Ro, epsilon: Float): Boolean
abstract fun isOnLine(other: Vector3Ro): Boolean
abstract fun isPerpendicular(vector: Vector3Ro): Boolean
abstract fun isPerpendicular(vector: Vector3Ro, epsilon: Float): Boolean
abstract fun isUnit(margin: Float = 0.000000001f): Boolean
abstract fun isZero(): Boolean
abstract fun isZero(margin: Float): Boolean
abstract fun len(): Float
abstract fun len2(): Float
abstract val x: Float
abstract val y: Float
abstract val z: Float
object Vector3Serializer : From<Vector3?>, To<Vector3Ro?>
class YoYo : Interpolation
fun ColorTransformation.grayscale(): ColorTransformation
fun ColorTransformation.invert(): ColorTransformation
kotlin.Float
inline fun <T : Comparable<T>> maxOf4(a: T, b: T, c: T, d: T): T
inline fun <T : Comparable<T>> minOf4(a: T, b: T, c: T, d: T): T
fun ColorTransformation.sepia(): ColorTransformation
fun Writer.vector2(v: Vector2Ro?): Unit
fun Writer.vector2(name: String, v: Vector2Ro): Unit
fun Reader.vector2(): Vector2?
fun Reader.vector2(name: String): Vector2?
fun Writer.vector3(v: Vector3Ro?): Unit
fun Writer.vector3(name: String, v: Vector3Ro): Unit
fun Reader.vector3(): Vector3?
fun Reader.vector3(name: String): Vector3?
package com.acornui.observe
package com.acornui.reflect
package com.acornui.serialization
Module Contents
enum class ElementType
interface From<out T>
class JsonNode : Reader
object JsonSerializer : Serializer<String>
class JsonWriter : Writer
object NullNode : Reader
interface Reader
interface Serializer<T>
class StringNode : Reader
interface To<in T>
interface Writer
class XmlNode : Reader
object XmlSerializer : Serializer<String>
class XmlWriter : Writer
fun <T : Any> Writer.array(value: Array<out T?>?, to: To<T>): Unit
fun <T : Any> Writer.array(value: Iterable<T?>?, to: To<T>): Unit
fun Writer.array(value: Iterable<String?>?): Unit
fun <T : Any> Writer.array(name: String, value: Array<out T?>?, to: To<T>): Unit
fun <T : Any> Writer.array(name: String, value: Iterable<T?>?, to: To<T>): Unit
inline fun <reified T> Reader.array2(name: String, itemFactory: From<T>): Array<T>?
inline fun <reified T> Reader.array2(itemFactory: From<T>): Array<T>?
fun <E> Reader.arrayList(name: String, itemFactory: From<E>): ArrayList<E>?
fun <E> Reader.arrayList(itemFactory: From<E>): ArrayList<E>
inline fun <reified T> Reader.arrayWithNulls(name: String, itemFactory: From<T>): Array<T?>?
inline fun <reified T> Reader.arrayWithNulls(itemFactory: From<T>): Array<T?>?
fun Reader.bool(name: String): Boolean?
fun Writer.bool(name: String, value: Boolean?): Unit
fun Reader.boolArray(): BooleanArray?
fun Reader.boolArray(name: String): BooleanArray?
fun Writer.boolArray(value: BooleanArray?): Unit
fun Writer.boolArray(name: String, value: BooleanArray?): Unit
fun Reader.char(name: String): Char?
fun Writer.char(name: String, value: Char?): Unit
fun Reader.charArray(): CharArray?
fun Reader.charArray(name: String): CharArray?
fun Writer.charArray(value: CharArray?): Unit
fun Writer.charArray(name: String, value: CharArray?): Unit
inline fun Reader.contains(name: String, callback: (Reader) -> Unit): Unit
inline fun Reader.contains(index: Int, callback: (Reader) -> Unit): Unit
fun Reader.double(name: String): Double?
fun Writer.double(name: String, value: Double?): Unit
fun Reader.doubleArray(): DoubleArray?
fun Reader.doubleArray(name: String): DoubleArray?
fun Writer.doubleArray(value: DoubleArray?): Unit
fun Writer.doubleArray(name: String, value: DoubleArray?): Unit
fun Writer.enum(value: Enum<*>?): Unit
fun Writer.enum(name: String, value: Enum<*>?): Unit
fun Reader.float(name: String): Float?
fun Writer.float(name: String, value: Float?): Unit
fun Reader.floatArray(): FloatArray?
fun Reader.floatArray(name: String): FloatArray?
fun Writer.floatArray(value: FloatArray?): Unit
fun Writer.floatArray(name: String, value: FloatArray?): Unit
fun Reader.forEach(action: (key: String, child: Reader) -> Unit): Unit
fun Reader.int(name: String): Int?
fun Writer.int(name: String, value: Int?): Unit
fun Reader.intArray(): IntArray?
fun Reader.intArray(name: String): IntArray?
fun Writer.intArray(value: IntArray?): Unit
fun Writer.intArray(name: String, value: IntArray?): Unit
fun Reader.long(name: String): Long?
fun Writer.long(name: String, value: Long?): Unit
fun Reader.longArray(): LongArray?
fun Reader.longArray(name: String): LongArray?
fun Writer.longArray(value: LongArray?): Unit
fun Writer.longArray(name: String, value: LongArray?): Unit
fun <T> Reader.map(itemFactory: From<T>): HashMap<String, T>?
fun <T> Reader.map(name: String, itemFactory: From<T>): HashMap<String, T>?
fun <T> Writer.map(value: Map<String, T?>?, to: To<T>): Unit
fun <T> Writer.map(value: Map<String, T?>?, writeProp: (T, Writer) -> Unit): Unit
fun <T> Writer.map(name: String, value: Map<String, T?>?, to: To<T>): Unit
fun Reader.name(): String
fun <T> Reader.obj(factory: From<T>): T?
fun <T> Reader.obj(name: String, factory: From<T>): T?
fun <T> Writer.obj(value: T?, to: To<T>): Unit
fun Writer.obj(name: String, complex: Boolean, contents: (Writer) -> Unit): Unit
fun <T> Writer.obj(name: String, value: T?, to: To<T>): Unit
fun Reader.shortArray(): ShortArray?
fun Reader.shortArray(name: String): ShortArray?
inline fun <reified E : Any> Reader.sparseArray(itemFactory: From<E>): Array<E?>?
inline fun <reified E : Any> Reader.sparseArray(name: String, itemFactory: From<E>): Array<E?>?
fun <T : Any> Writer.sparseArray(value: Array<T?>?, to: To<T>): Unit
fun <T : Any> Writer.sparseArray(name: String, value: Array<T?>?, to: To<T>): Unit
fun Reader.string(name: String): String?
fun Writer.string(name: String, value: String?): Unit
fun Reader.stringArray(): Array<String?>?
fun Reader.stringArray(name: String): Array<String?>?
fun Writer.stringArray(value: Array<out String?>?): Unit
fun Writer.stringArray(name: String, value: Array<out String?>?): Unit
fun Reader.type(): ElementType
package com.acornui.signal
Module Contents
interface Bindable
open class Cancel
interface Signal<in T : Any> : Bindable
class Signal0 : SignalBase<() -> Unit>
class Signal1<P1> : SignalBase<(P1) -> Unit>
class Signal2<P1, P2> : SignalBase<(P1, P2) -> Unit>
class Signal3<P1, P2, P3> : SignalBase<(P1, P2, P3) -> Unit>
class Signal4<P1, P2, P3, P4> : SignalBase<(P1, P2, P3, P4) -> Unit>
class Signal5<P1, P2, P3, P4, P5> : SignalBase<(P1, P2, P3, P4, P5) -> Unit>
class Signal6<P1, P2, P3, P4, P5, P6> : SignalBase<(P1, P2, P3, P4, P5, P6) -> Unit>
class Signal7<P1, P2, P3, P4, P5, P6, P7> : SignalBase<(P1, P2, P3, P4, P5, P6, P7) -> Unit>
class Signal8<P1, P2, P3, P4, P5, P6, P7, P8> : SignalBase<(P1, P2, P3, P4, P5, P6, P7, P8) -> Unit>
class Signal9<P1, P2, P3, P4, P5, P6, P7, P8, P9> : SignalBase<(P1, P2, P3, P4, P5, P6, P7, P8, P9) -> Unit>
abstract class SignalBase<T : Any> : Signal<T>, Disposable
class SignalHandlerSet<in T : Any> : Clearable, Disposable
interface Stoppable
interface StoppableSignal<out P1 : Stoppable> : Signal<(P1) -> Unit>
open class StoppableSignalImpl<P1 : Stoppable> : SignalBase<(P1) -> Unit>, StoppableSignal<P1>
fun Bindable.bind(callback: () -> Unit): Disposable
infix fun Bindable.or(other: Bindable): Bindable
package com.acornui.skins
Module Contents
open class BasicUiSkin : Scoped
open class CheckboxSkinPart : HorizontalLayoutContainer, Labelable
open class LabelButtonSkinPart : ElementContainerImpl<UiComponent>, Labelable
object StyleSelectors
class Theme
fun Owned.buttonTexture(buttonState: ButtonState, borderRadius: CornersRo, borderThickness: PadRo, isTab: Boolean = false): CanvasLayoutContainer
fun checkboxNoLabelSkin(theme: Theme, buttonState: ButtonState): Owned.() -> CheckboxSkinPart
fun checkboxSkin(theme: Theme, buttonState: ButtonState): Owned.() -> CheckboxSkinPart
fun collapseButtonSkin(theme: Theme, buttonState: ButtonState): Owned.() -> CheckboxSkinPart
fun Owned.getButtonFillColor(buttonState: ButtonState): ColorRo
fun Owned.getButtonStrokeColor(buttonState: ButtonState): ColorRo
fun Owned.heading(text: String = "", init: ComponentInit<GlTextField> = {}): GlTextField
fun iconButtonSkin(buttonState: ButtonState, icon: String, borderRadius: Corners, borderThickness: PadRo, padding: PadRo = Pad(5f)): Owned.() -> UiComponent
fun iconButtonSkin(theme: Theme, buttonState: ButtonState): Owned.() -> UiComponent
fun labelButtonSkin(theme: Theme, buttonState: ButtonState): Owned.() -> UiComponent
fun UiComponent.populateButtonStyle(tag: StyleTag, skinPartFactory: (ButtonState) -> Owned.() -> UiComponent): Unit
fun populateButtonStyle(buttonStyle: ButtonStyle, skinPartFactory: (ButtonState) -> Owned.() -> UiComponent): ButtonStyle
fun radioButtonSkin(theme: Theme, buttonState: ButtonState): Owned.() -> CheckboxSkinPart
fun Owned.subHeading(text: String = "", init: ComponentInit<GlTextField> = {}): GlTextField
fun tabButtonSkin(theme: Theme, buttonState: ButtonState): Owned.() -> UiComponent
package com.acornui.string
Module Contents
class StringParser
class StringTokenizer
class SubString : Comparable<SubString>
Module Contents
SubString(target: String, from: Int = 0, to: Int = target.length)
fun charAt(index: Int): Char
fun compareTo(other: String): Int
fun compareTo(other: SubString): Int
fun endsWith(suffix: String): Boolean
fun equals(other: Any?): Boolean
fun equalsStr(other: String): Boolean
fun hashCode(): Int
fun indexOf(ch: Char, fromIndex: Int = 0): Int
fun indexOf(str: String): Int
fun indexOf(str: String, fromIndex: Int): Int
fun indexOf(source: SubString, sourceOffset: Int, sourceCount: Int, target: String, targetOffset: Int, targetCount: Int, fromIndex: Int): Int
fun lastIndexOf(ch: Char, fromIndex: Int = length - 1): Int
fun lastIndexOf(str: String): Int
fun lastIndexOf(str: String, fromIndex: Int): Int
fun lastIndexOf(source: SubString, sourceOffset: Int, sourceCount: Int, target: String, targetOffset: Int, targetCount: Int, fromIndex: Int): Int
val length: Int
fun startsWith(prefix: String, offset: Int = 0): Boolean
fun subSequence(start: Int, end: Int): SubString
fun toString(): String
var breakingChars: CharArray
kotlin.Char
fun SubString.trim(): SubString